3 * @brief 魔法効果の実装/ Spell code (part 2)
7 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research,
9 * and not for profit purposes provided that this copyright and statement
10 * are included in all such copies. Other copyrights may also apply.
17 #include "monsterrace-hook.h"
20 #include "projection.h"
21 #include "spells-summon.h"
26 * @brief プレイヤー周辺の地形を感知する
29 * @param known 地形から危険フラグを外すならTRUE
30 * @return 効力があった場合TRUEを返す
32 static bool detect_feat_flag(POSITION range, int flag, bool known)
38 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
40 /* Scan the current panel */
41 for (y = 1; y < cur_hgt - 1; y++)
43 for (x = 1; x <= cur_wid - 1; x++)
45 int dist = distance(p_ptr->y, p_ptr->x, y, x);
46 if (dist > range) continue;
52 /* Mark as detected */
53 if (dist <= range && known)
55 if (dist <= range - 1) c_ptr->info |= (CAVE_IN_DETECT);
57 c_ptr->info &= ~(CAVE_UNSAFE);
64 if (cave_have_flag_grid(c_ptr, flag))
69 /* Hack -- Memorize */
70 c_ptr->info |= (CAVE_MARK);
83 * @brief プレイヤー周辺のトラップを感知する / Detect all traps on current panel
85 * @param known 感知外範囲を超える警告フラグを立てる場合TRUEを返す
86 * @return 効力があった場合TRUEを返す
88 bool detect_traps(POSITION range, bool known)
90 bool detect = detect_feat_flag(range, FF_TRAP, known);
92 if (known) p_ptr->dtrap = TRUE;
94 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
97 msg_print(_("トラップの存在を感じとった!", "You sense the presence of traps!"));
104 * @brief プレイヤー周辺のドアを感知する / Detect all doors on current panel
106 * @return 効力があった場合TRUEを返す
108 bool detect_doors(POSITION range)
110 bool detect = detect_feat_flag(range, FF_DOOR, TRUE);
112 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
115 msg_print(_("ドアの存在を感じとった!", "You sense the presence of doors!"));
122 * @brief プレイヤー周辺の階段を感知する / Detect all stairs on current panel
124 * @return 効力があった場合TRUEを返す
126 bool detect_stairs(POSITION range)
128 bool detect = detect_feat_flag(range, FF_STAIRS, TRUE);
130 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
133 msg_print(_("階段の存在を感じとった!", "You sense the presence of stairs!"));
140 * @brief プレイヤー周辺の地形財宝を感知する / Detect any treasure on the current panel
142 * @return 効力があった場合TRUEを返す
144 bool detect_treasure(POSITION range)
146 bool detect = detect_feat_flag(range, FF_HAS_GOLD, TRUE);
148 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
151 msg_print(_("埋蔵された財宝の存在を感じとった!", "You sense the presence of buried treasure!"));
158 * @brief プレイヤー周辺のアイテム財宝を感知する / Detect all "gold" objects on the current panel
160 * @return 効力があった場合TRUEを返す
162 bool detect_objects_gold(POSITION range)
166 POSITION range2 = range;
170 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
173 for (i = 1; i < o_max; i++)
175 object_type *o_ptr = &o_list[i];
177 /* Skip dead objects */
178 if (!o_ptr->k_idx) continue;
180 /* Skip held objects */
181 if (o_ptr->held_m_idx) continue;
186 /* Only detect nearby objects */
187 if (distance(p_ptr->y, p_ptr->x, y, x) > range2) continue;
189 /* Detect "gold" objects */
190 if (o_ptr->tval == TV_GOLD)
192 o_ptr->marked |= OM_FOUND;
198 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
201 msg_print(_("財宝の存在を感じとった!", "You sense the presence of treasure!"));
204 if (detect_monsters_string(range, "$"))
213 * @brief 通常のアイテムオブジェクトを感知する / Detect all "normal" objects on the current panel
215 * @return 効力があった場合TRUEを返す
217 bool detect_objects_normal(POSITION range)
221 POSITION range2 = range;
225 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
228 for (i = 1; i < o_max; i++)
230 object_type *o_ptr = &o_list[i];
232 /* Skip dead objects */
233 if (!o_ptr->k_idx) continue;
235 /* Skip held objects */
236 if (o_ptr->held_m_idx) continue;
241 /* Only detect nearby objects */
242 if (distance(p_ptr->y, p_ptr->x, y, x) > range2) continue;
244 /* Detect "real" objects */
245 if (o_ptr->tval != TV_GOLD)
247 o_ptr->marked |= OM_FOUND;
253 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
256 msg_print(_("アイテムの存在を感じとった!", "You sense the presence of objects!"));
259 if (detect_monsters_string(range, "!=?|/`"))
268 * @brief 魔法効果のあるのアイテムオブジェクトを感知する / Detect all "magic" objects on the current panel.
270 * @return 効力があった場合TRUEを返す
273 * This will light up all spaces with "magic" items, including artifacts,
274 * ego-items, potions, scrolls, books, rods, wands, staves, amulets, rings,
275 * and "enchanted" items of the "good" variety.
277 * It can probably be argued that this function is now too powerful.
280 bool detect_objects_magic(POSITION range)
282 OBJECT_TYPE_VALUE tv;
288 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
290 /* Scan all objects */
291 for (i = 1; i < o_max; i++)
293 object_type *o_ptr = &o_list[i];
295 /* Skip dead objects */
296 if (!o_ptr->k_idx) continue;
298 /* Skip held objects */
299 if (o_ptr->held_m_idx) continue;
304 /* Only detect nearby objects */
305 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
307 /* Examine the tval */
310 /* Artifacts, misc magic items, or enchanted wearables */
311 if (object_is_artifact(o_ptr) ||
312 object_is_ego(o_ptr) ||
313 (tv == TV_WHISTLE) ||
321 (tv == TV_LIFE_BOOK) ||
322 (tv == TV_SORCERY_BOOK) ||
323 (tv == TV_NATURE_BOOK) ||
324 (tv == TV_CHAOS_BOOK) ||
325 (tv == TV_DEATH_BOOK) ||
326 (tv == TV_TRUMP_BOOK) ||
327 (tv == TV_ARCANE_BOOK) ||
328 (tv == TV_CRAFT_BOOK) ||
329 (tv == TV_DAEMON_BOOK) ||
330 (tv == TV_CRUSADE_BOOK) ||
331 (tv == TV_MUSIC_BOOK) ||
332 (tv == TV_HISSATSU_BOOK) ||
333 (tv == TV_HEX_BOOK) ||
334 ((o_ptr->to_a > 0) || (o_ptr->to_h + o_ptr->to_d > 0)))
336 /* Memorize the item */
337 o_ptr->marked |= OM_FOUND;
344 msg_print(_("魔法のアイテムの存在を感じとった!", "You sense the presence of magic objects!"));
353 * @brief 一般のモンスターを感知する / Detect all "normal" monsters on the current panel
355 * @return 効力があった場合TRUEを返す
357 bool detect_monsters_normal(POSITION range)
363 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
365 for (i = 1; i < m_max; i++)
367 monster_type *m_ptr = &m_list[i];
368 monster_race *r_ptr = &r_info[m_ptr->r_idx];
370 /* Skip dead monsters */
371 if (!m_ptr->r_idx) continue;
376 /* Only detect nearby monsters */
377 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
379 /* Detect all non-invisible monsters */
380 if (!(r_ptr->flags2 & RF2_INVISIBLE) || p_ptr->see_inv)
382 /* Repair visibility later */
383 repair_monsters = TRUE;
385 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
386 update_monster(i, FALSE);
391 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
394 msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
401 * @brief 不可視のモンスターを感知する / Detect all "invisible" monsters around the player
403 * @return 効力があった場合TRUEを返す
405 bool detect_monsters_invis(POSITION range)
411 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
413 for (i = 1; i < m_max; i++)
415 monster_type *m_ptr = &m_list[i];
416 monster_race *r_ptr = &r_info[m_ptr->r_idx];
418 /* Skip dead monsters */
419 if (!m_ptr->r_idx) continue;
424 /* Only detect nearby monsters */
425 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
427 /* Detect invisible monsters */
428 if (r_ptr->flags2 & RF2_INVISIBLE)
430 /* Update monster recall window */
431 if (p_ptr->monster_race_idx == m_ptr->r_idx)
433 p_ptr->window |= (PW_MONSTER);
436 /* Repair visibility later */
437 repair_monsters = TRUE;
439 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
440 update_monster(i, FALSE);
445 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
448 msg_print(_("透明な生物の存在を感じとった!", "You sense the presence of invisible creatures!"));
454 * @brief 邪悪なモンスターを感知する / Detect all "evil" monsters on current panel
456 * @return 効力があった場合TRUEを返す
458 bool detect_monsters_evil(POSITION range)
464 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
466 for (i = 1; i < m_max; i++)
468 monster_type *m_ptr = &m_list[i];
469 monster_race *r_ptr = &r_info[m_ptr->r_idx];
471 /* Skip dead monsters */
472 if (!m_ptr->r_idx) continue;
477 /* Only detect nearby monsters */
478 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
480 /* Detect evil monsters */
481 if (r_ptr->flags3 & RF3_EVIL)
483 if (is_original_ap(m_ptr))
485 /* Take note that they are evil */
486 r_ptr->r_flags3 |= (RF3_EVIL);
488 /* Update monster recall window */
489 if (p_ptr->monster_race_idx == m_ptr->r_idx)
491 p_ptr->window |= (PW_MONSTER);
495 /* Repair visibility later */
496 repair_monsters = TRUE;
498 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
499 update_monster(i, FALSE);
505 msg_print(_("邪悪なる生物の存在を感じとった!", "You sense the presence of evil creatures!"));
511 * @brief 無生命のモンスターを感知する(アンデッド、悪魔系を含む) / Detect all "nonliving", "undead" or "demonic" monsters on current panel
513 * @return 効力があった場合TRUEを返す
515 bool detect_monsters_nonliving(POSITION range)
521 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
523 for (i = 1; i < m_max; i++)
525 monster_type *m_ptr = &m_list[i];
527 /* Skip dead monsters */
528 if (!m_ptr->r_idx) continue;
533 /* Only detect nearby monsters */
534 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
536 /* Detect non-living monsters */
537 if (!monster_living(m_ptr->r_idx))
539 /* Update monster recall window */
540 if (p_ptr->monster_race_idx == m_ptr->r_idx)
542 p_ptr->window |= (PW_MONSTER);
545 /* Repair visibility later */
546 repair_monsters = TRUE;
548 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
549 update_monster(i, FALSE);
555 msg_print(_("自然でないモンスターの存在を感じた!", "You sense the presence of unnatural beings!"));
561 * @brief 精神のあるモンスターを感知する / Detect all monsters it has mind on current panel
563 * @return 効力があった場合TRUEを返す
565 bool detect_monsters_mind(POSITION range)
571 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
573 for (i = 1; i < m_max; i++)
575 monster_type *m_ptr = &m_list[i];
576 monster_race *r_ptr = &r_info[m_ptr->r_idx];
578 /* Skip dead monsters */
579 if (!m_ptr->r_idx) continue;
584 /* Only detect nearby monsters */
585 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
587 /* Detect non-living monsters */
588 if (!(r_ptr->flags2 & RF2_EMPTY_MIND))
590 /* Update monster recall window */
591 if (p_ptr->monster_race_idx == m_ptr->r_idx)
593 p_ptr->window |= (PW_MONSTER);
596 /* Repair visibility later */
597 repair_monsters = TRUE;
599 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
600 update_monster(i, FALSE);
606 msg_print(_("殺気を感じとった!", "You sense the presence of someone's mind!"));
613 * @brief 該当シンボルのモンスターを感知する / Detect all (string) monsters on current panel
615 * @param Match 対応シンボルの混じったモンスター文字列(複数指定化)
616 * @return 効力があった場合TRUEを返す
618 bool detect_monsters_string(POSITION range, concptr Match)
624 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
626 for (i = 1; i < m_max; i++)
628 monster_type *m_ptr = &m_list[i];
629 monster_race *r_ptr = &r_info[m_ptr->r_idx];
631 /* Skip dead monsters */
632 if (!m_ptr->r_idx) continue;
637 /* Only detect nearby monsters */
638 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
640 /* Detect monsters with the same symbol */
641 if (my_strchr(Match, r_ptr->d_char))
643 /* Update monster recall window */
644 if (p_ptr->monster_race_idx == m_ptr->r_idx)
646 p_ptr->window |= (PW_MONSTER);
649 /* Repair visibility later */
650 repair_monsters = TRUE;
652 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
653 update_monster(i, FALSE);
658 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
661 msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
667 * @brief flags3に対応するモンスターを感知する / A "generic" detect monsters routine, tagged to flags3
669 * @param match_flag 感知フラグ
670 * @return 効力があった場合TRUEを返す
672 bool detect_monsters_xxx(POSITION range, u32b match_flag)
677 concptr desc_monsters = _("変なモンスター", "weird monsters");
679 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
681 for (i = 1; i < m_max; i++)
683 monster_type *m_ptr = &m_list[i];
684 monster_race *r_ptr = &r_info[m_ptr->r_idx];
686 /* Skip dead monsters */
687 if (!m_ptr->r_idx) continue;
692 /* Only detect nearby monsters */
693 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
695 /* Detect evil monsters */
696 if (r_ptr->flags3 & (match_flag))
698 if (is_original_ap(m_ptr))
700 /* Take note that they are something */
701 r_ptr->r_flags3 |= (match_flag);
703 /* Update monster recall window */
704 if (p_ptr->monster_race_idx == m_ptr->r_idx)
706 p_ptr->window |= (PW_MONSTER);
710 /* Repair visibility later */
711 repair_monsters = TRUE;
713 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
714 update_monster(i, FALSE);
723 desc_monsters = _("デーモン", "demons");
726 desc_monsters = _("アンデッド", "the undead");
730 msg_format(_("%sの存在を感じとった!", "You sense the presence of %s!"), desc_monsters);
738 * @brief 全感知処理 / Detect everything
740 * @return 効力があった場合TRUEを返す
742 bool detect_all(POSITION range)
746 /* Detect everything */
747 if (detect_traps(range, TRUE)) detect = TRUE;
748 if (detect_doors(range)) detect = TRUE;
749 if (detect_stairs(range)) detect = TRUE;
751 /* There are too many hidden treasure. So... */
752 /* if (detect_treasure(range)) detect = TRUE; */
754 if (detect_objects_gold(range)) detect = TRUE;
755 if (detect_objects_normal(range)) detect = TRUE;
756 if (detect_monsters_invis(range)) detect = TRUE;
757 if (detect_monsters_normal(range)) detect = TRUE;
763 * @brief 視界内モンスターに魔法効果を与える / Apply a "project()" directly to all viewable monsters
766 * @return 効力があった場合TRUEを返す
769 * Note that affected monsters are NOT auto-tracked by this usage.
771 * To avoid misbehavior when monster deaths have side-effects,
772 * this is done in two passes. -- JDL
775 bool project_all_los(EFFECT_ID typ, HIT_POINT dam)
779 BIT_FLAGS flg = PROJECT_JUMP | PROJECT_KILL | PROJECT_HIDE;
780 bool obvious = FALSE;
783 /* Mark all (nearby) monsters */
784 for (i = 1; i < m_max; i++)
786 monster_type *m_ptr = &m_list[i];
788 /* Paranoia -- Skip dead monsters */
789 if (!m_ptr->r_idx) continue;
794 /* Require line of sight */
795 if (!player_has_los_bold(y, x) || !projectable(p_ptr->y, p_ptr->x, y, x)) continue;
797 /* Mark the monster */
798 m_ptr->mflag |= (MFLAG_TEMP);
801 /* Affect all marked monsters */
802 for (i = 1; i < m_max; i++)
804 monster_type *m_ptr = &m_list[i];
806 /* Skip unmarked monsters */
807 if (!(m_ptr->mflag & (MFLAG_TEMP))) continue;
810 m_ptr->mflag &= ~(MFLAG_TEMP);
815 /* Jump directly to the target monster */
816 if (project(0, 0, y, x, dam, typ, flg, -1)) obvious = TRUE;
823 * @brief 視界内モンスターを加速する処理 / Speed monsters
824 * @return 効力があった場合TRUEを返す
826 bool speed_monsters(void)
828 return (project_all_los(GF_OLD_SPEED, p_ptr->lev));
832 * @brief 視界内モンスターを加速する処理 / Slow monsters
833 * @return 効力があった場合TRUEを返す
835 bool slow_monsters(int power)
837 return (project_all_los(GF_OLD_SLOW, power));
841 * @brief 視界内モンスターを眠らせる処理 / Sleep monsters
842 * @return 効力があった場合TRUEを返す
844 bool sleep_monsters(int power)
846 return (project_all_los(GF_OLD_SLEEP, power));
850 * @brief 視界内の邪悪なモンスターをテレポート・アウェイさせる処理 / Banish evil monsters
851 * @return 効力があった場合TRUEを返す
853 bool banish_evil(int dist)
855 return (project_all_los(GF_AWAY_EVIL, dist));
859 * @brief 視界内のアンデッド・モンスターを恐怖させる処理 / Turn undead
860 * @return 効力があった場合TRUEを返す
862 bool turn_undead(void)
864 bool tester = (project_all_los(GF_TURN_UNDEAD, p_ptr->lev));
866 chg_virtue(V_UNLIFE, -1);
871 * @brief 視界内のアンデッド・モンスターにダメージを与える処理 / Dispel undead monsters
872 * @return 効力があった場合TRUEを返す
874 bool dispel_undead(HIT_POINT dam)
876 bool tester = (project_all_los(GF_DISP_UNDEAD, dam));
878 chg_virtue(V_UNLIFE, -2);
883 * @brief 視界内の邪悪なモンスターにダメージを与える処理 / Dispel evil monsters
884 * @return 効力があった場合TRUEを返す
886 bool dispel_evil(HIT_POINT dam)
888 return (project_all_los(GF_DISP_EVIL, dam));
892 * @brief 視界内の善良なモンスターにダメージを与える処理 / Dispel good monsters
893 * @return 効力があった場合TRUEを返す
895 bool dispel_good(HIT_POINT dam)
897 return (project_all_los(GF_DISP_GOOD, dam));
901 * @brief 視界内のあらゆるモンスターにダメージを与える処理 / Dispel all monsters
902 * @return 効力があった場合TRUEを返す
904 bool dispel_monsters(HIT_POINT dam)
906 return (project_all_los(GF_DISP_ALL, dam));
909 bool cleansing_nova(player_type *creature_ptr, bool magic, bool powerful)
912 if (dispel_evil(powerful ? 225 : 150)) ident = TRUE;
913 int k = 3 * creature_ptr->lev;
914 if (set_protevil((magic ? 0 : creature_ptr->protevil) + randint1(25) + k, FALSE)) ident = TRUE;
915 if (set_poisoned(0)) ident = TRUE;
916 if (set_afraid(0)) ident = TRUE;
917 if (hp_player(50)) ident = TRUE;
918 if (set_stun(0)) ident = TRUE;
919 if (set_cut(0)) ident = TRUE;
924 * @brief 視界内の生命のあるモンスターにダメージを与える処理 / Dispel 'living' monsters
925 * @return 効力があった場合TRUEを返す
927 bool dispel_living(HIT_POINT dam)
929 return (project_all_los(GF_DISP_LIVING, dam));
933 * @brief 視界内の悪魔系モンスターにダメージを与える処理 / Dispel 'living' monsters
934 * @return 効力があった場合TRUEを返す
936 bool dispel_demons(HIT_POINT dam)
938 return (project_all_los(GF_DISP_DEMON, dam));
942 * @brief 視界内のモンスターに「聖戦」効果を与える処理
943 * @return 効力があった場合TRUEを返す
947 return (project_all_los(GF_CRUSADE, p_ptr->lev*4));
951 * @brief 視界内モンスターを怒らせる処理 / Wake up all monsters, and speed up "los" monsters.
952 * @param who 怒らせる原因を起こしたモンスター(0ならばプレイヤー)
955 void aggravate_monsters(MONSTER_IDX who)
961 /* Aggravate everyone nearby */
962 for (i = 1; i < m_max; i++)
964 monster_type *m_ptr = &m_list[i];
966 /* Paranoia -- Skip dead monsters */
967 if (!m_ptr->r_idx) continue;
969 /* Skip aggravating monster (or player) */
970 if (i == who) continue;
972 /* Wake up nearby sleeping monsters */
973 if (m_ptr->cdis < MAX_SIGHT * 2)
976 if (MON_CSLEEP(m_ptr))
978 (void)set_monster_csleep(i, 0);
981 if (!is_pet(m_ptr)) m_ptr->mflag2 |= MFLAG2_NOPET;
984 /* Speed up monsters in line of sight */
985 if (player_has_los_bold(m_ptr->fy, m_ptr->fx))
989 (void)set_monster_fast(i, MON_FAST(m_ptr) + 100);
995 if (speed) msg_print(_("付近で何かが突如興奮したような感じを受けた!", "You feel a sudden stirring nearby!"));
996 else if (sleep) msg_print(_("何かが突如興奮したような騒々しい音が遠くに聞こえた!", "You hear a sudden stirring in the distance!"));
997 if (p_ptr->riding) p_ptr->update |= PU_BONUS;
1002 * @brief モンスターへの単体抹殺処理サブルーチン / Delete a non-unique/non-quest monster
1003 * @param m_idx 抹殺するモンスターID
1004 * @param power 抹殺の威力
1005 * @param player_cast プレイヤーの魔法によるものならば TRUE
1006 * @param dam_side プレイヤーへの負担ダメージ量(1d(dam_side))
1007 * @param spell_name 抹殺効果を起こした魔法の名前
1008 * @return 効力があった場合TRUEを返す
1010 bool genocide_aux(MONSTER_IDX m_idx, int power, bool player_cast, int dam_side, concptr spell_name)
1012 int msec = delay_factor * delay_factor * delay_factor;
1013 monster_type *m_ptr = &m_list[m_idx];
1014 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1015 bool resist = FALSE;
1017 if (is_pet(m_ptr) && !player_cast) return FALSE;
1019 /* Hack -- Skip Unique Monsters or Quest Monsters */
1020 if (r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) resist = TRUE;
1021 else if (r_ptr->flags7 & RF7_UNIQUE2) resist = TRUE;
1022 else if (m_idx == p_ptr->riding) resist = TRUE;
1023 else if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle) resist = TRUE;
1024 else if (player_cast && (r_ptr->level > randint0(power))) resist = TRUE;
1025 else if (player_cast && (m_ptr->mflag2 & MFLAG2_NOGENO)) resist = TRUE;
1030 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1032 GAME_TEXT m_name[MAX_NLEN];
1034 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1035 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_GENOCIDE, m_name);
1038 delete_monster_idx(m_idx);
1041 if (resist && player_cast)
1043 bool see_m = is_seen(m_ptr);
1044 GAME_TEXT m_name[MAX_NLEN];
1046 monster_desc(m_name, m_ptr, 0);
1049 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1051 if (MON_CSLEEP(m_ptr))
1053 (void)set_monster_csleep(m_idx, 0);
1056 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
1059 if (is_friendly(m_ptr) && !is_pet(m_ptr))
1063 msg_format(_("%sは怒った!", "%^s gets angry!"), m_name);
1067 if (one_in_(13)) m_ptr->mflag2 |= MFLAG2_NOGENO;
1072 take_hit(DAMAGE_GENO, randint1(dam_side), format(_("%^sの呪文を唱えた疲労", "the strain of casting %^s"), spell_name), -1);
1075 /* Visual feedback */
1076 move_cursor_relative(p_ptr->y, p_ptr->x);
1078 p_ptr->redraw |= (PR_HP);
1079 p_ptr->window |= (PW_PLAYER);
1084 Term_xtra(TERM_XTRA_DELAY, msec);
1091 * @brief モンスターへのシンボル抹殺処理ルーチン / Delete all non-unique/non-quest monsters of a given "type" from the level
1092 * @param power 抹殺の威力
1093 * @param player_cast プレイヤーの魔法によるものならば TRUE
1094 * @return 効力があった場合TRUEを返す
1096 bool symbol_genocide(int power, bool player_cast)
1100 bool result = FALSE;
1102 /* Prevent genocide in quest levels */
1103 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1108 /* Mega-Hack -- Get a monster symbol */
1109 while (!get_com(_("どの種類(文字)のモンスターを抹殺しますか: ", "Choose a monster race (by symbol) to genocide: "), &typ, FALSE)) ;
1111 /* Delete the monsters of that "type" */
1112 for (i = 1; i < m_max; i++)
1114 monster_type *m_ptr = &m_list[i];
1115 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1117 /* Paranoia -- Skip dead monsters */
1118 if (!m_ptr->r_idx) continue;
1120 /* Skip "wrong" monsters */
1121 if (r_ptr->d_char != typ) continue;
1123 result |= genocide_aux(i, power, player_cast, 4, _("抹殺", "Genocide"));
1128 chg_virtue(V_VITALITY, -2);
1129 chg_virtue(V_CHANCE, -1);
1137 * @brief モンスターへの周辺抹殺処理ルーチン / Delete all nearby (non-unique) monsters
1138 * @param power 抹殺の威力
1139 * @param player_cast プレイヤーの魔法によるものならば TRUE
1140 * @return 効力があった場合TRUEを返す
1142 bool mass_genocide(int power, bool player_cast)
1145 bool result = FALSE;
1147 /* Prevent mass genocide in quest levels */
1148 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1153 /* Delete the (nearby) monsters */
1154 for (i = 1; i < m_max; i++)
1156 monster_type *m_ptr = &m_list[i];
1158 /* Paranoia -- Skip dead monsters */
1159 if (!m_ptr->r_idx) continue;
1161 /* Skip distant monsters */
1162 if (m_ptr->cdis > MAX_SIGHT) continue;
1165 result |= genocide_aux(i, power, player_cast, 3, _("周辺抹殺", "Mass Genocide"));
1170 chg_virtue(V_VITALITY, -2);
1171 chg_virtue(V_CHANCE, -1);
1179 * @brief アンデッド・モンスターへの周辺抹殺処理ルーチン / Delete all nearby (non-unique) undead
1180 * @param power 抹殺の威力
1181 * @param player_cast プレイヤーの魔法によるものならば TRUE
1182 * @return 効力があった場合TRUEを返す
1184 bool mass_genocide_undead(int power, bool player_cast)
1187 bool result = FALSE;
1189 /* Prevent mass genocide in quest levels */
1190 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1195 /* Delete the (nearby) monsters */
1196 for (i = 1; i < m_max; i++)
1198 monster_type *m_ptr = &m_list[i];
1199 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1201 /* Paranoia -- Skip dead monsters */
1202 if (!m_ptr->r_idx) continue;
1204 if (!(r_ptr->flags3 & RF3_UNDEAD)) continue;
1206 /* Skip distant monsters */
1207 if (m_ptr->cdis > MAX_SIGHT) continue;
1210 result |= genocide_aux(i, power, player_cast, 3, _("アンデッド消滅", "Annihilate Undead"));
1215 chg_virtue(V_UNLIFE, -2);
1216 chg_virtue(V_CHANCE, -1);
1224 * @brief 周辺モンスターを調査する / Probe nearby monsters
1225 * @return 効力があった場合TRUEを返す
1230 int speed; /* TODO */
1241 /* Probe all (nearby) monsters */
1242 for (i = 1; i < m_max; i++)
1244 monster_type *m_ptr = &m_list[i];
1245 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1247 /* Paranoia -- Skip dead monsters */
1248 if (!m_ptr->r_idx) continue;
1250 /* Require line of sight */
1251 if (!player_has_los_bold(m_ptr->fy, m_ptr->fx)) continue;
1253 /* Probe visible monsters */
1256 GAME_TEXT m_name[MAX_NLEN];
1258 /* Start the message */
1261 msg_print(_("調査中...", "Probing..."));
1266 if (!is_original_ap(m_ptr))
1268 if (m_ptr->mflag2 & MFLAG2_KAGE)
1269 m_ptr->mflag2 &= ~(MFLAG2_KAGE);
1271 m_ptr->ap_r_idx = m_ptr->r_idx;
1272 lite_spot(m_ptr->fy, m_ptr->fx);
1274 /* Get "the monster" or "something" */
1275 monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_INDEF_HIDDEN);
1277 speed = m_ptr->mspeed - 110;
1278 if (MON_FAST(m_ptr)) speed += 10;
1279 if (MON_SLOW(m_ptr)) speed -= 10;
1280 if (ironman_nightmare) speed += 5;
1282 /* Get the monster's alignment */
1283 if ((r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) == (RF3_EVIL | RF3_GOOD)) align = _("善悪", "good&evil");
1284 else if (r_ptr->flags3 & RF3_EVIL) align = _("邪悪", "evil");
1285 else if (r_ptr->flags3 & RF3_GOOD) align = _("善良", "good");
1286 else if ((m_ptr->sub_align & (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) == (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) _(align = "中立(善悪)", "neutral(good&evil)");
1287 else if (m_ptr->sub_align & SUB_ALIGN_EVIL) align = _("中立(邪悪)", "neutral(evil)");
1288 else if (m_ptr->sub_align & SUB_ALIGN_GOOD) align = _("中立(善良)", "neutral(good)");
1289 else align = _("中立", "neutral");
1291 /* Describe the monster */
1292 sprintf(buf,_("%s ... 属性:%s HP:%d/%d AC:%d 速度:%s%d 経験:", "%s ... align:%s HP:%d/%d AC:%d speed:%s%d exp:"),
1293 m_name, align, (int)m_ptr->hp, (int)m_ptr->maxhp, r_ptr->ac, (speed > 0) ? "+" : "", speed);
1295 if (r_ptr->next_r_idx)
1297 strcat(buf, format("%d/%d ", m_ptr->exp, r_ptr->next_exp));
1301 strcat(buf, "xxx ");
1304 if (MON_CSLEEP(m_ptr)) strcat(buf,_("睡眠 ", "sleeping "));
1305 if (MON_STUNNED(m_ptr)) strcat(buf, _("朦朧 ", "stunned "));
1306 if (MON_MONFEAR(m_ptr)) strcat(buf, _("恐怖 ", "scared "));
1307 if (MON_CONFUSED(m_ptr)) strcat(buf, _("混乱 ", "confused "));
1308 if (MON_INVULNER(m_ptr)) strcat(buf, _("無敵 ", "invulnerable "));
1309 buf[strlen(buf)-1] = '\0';
1312 /* HACK : Add the line to message buffer */
1315 p_ptr->window |= (PW_MESSAGE);
1318 if (m_ptr->ml) move_cursor_relative(m_ptr->fy, m_ptr->fx);
1321 Term_erase(0, 0, 255);
1323 /* Learn everything about this monster */
1324 if (lore_do_probe(m_ptr->r_idx))
1326 /* Get base name of monster */
1327 strcpy(buf, (r_name + r_ptr->name));
1330 /* Note that we learnt some new flags -Mogami- */
1331 msg_format("%sについてさらに詳しくなった気がする。", buf);
1336 /* Note that we learnt some new flags -Mogami- */
1337 msg_format("You now know more about %s.", buf);
1339 /* Clear -more- prompt */
1354 chg_virtue(V_KNOWLEDGE, 1);
1355 msg_print(_("これで全部です。", "That's all."));
1363 * @brief *破壊*処理を行う / The spell of destruction
1364 * @param y1 破壊の中心Y座標
1365 * @param x1 破壊の中心X座標
1367 * @param in_generate ダンジョンフロア生成中の処理ならばTRUE
1368 * @return 効力があった場合TRUEを返す
1371 * This spell "deletes" monsters (instead of "killing" them).
1373 * Later we may use one function for both "destruction" and
1374 * "earthquake" by using the "full" to select "destruction".
1377 bool destroy_area(POSITION y1, POSITION x1, POSITION r, bool in_generate)
1384 /* Prevent destruction of quest levels and town */
1385 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1390 /* Lose monster light */
1391 if (!in_generate) clear_mon_lite();
1393 /* Big area of affect */
1394 for (y = (y1 - r); y <= (y1 + r); y++)
1396 for (x = (x1 - r); x <= (x1 + r); x++)
1398 /* Skip illegal grids */
1399 if (!in_bounds(y, x)) continue;
1401 /* Extract the distance */
1402 k = distance(y1, x1, y, x);
1404 /* Stay in the circle of death */
1405 if (k > r) continue;
1406 c_ptr = &cave[y][x];
1408 /* Lose room and vault */
1409 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1411 /* Lose light and knowledge */
1412 c_ptr->info &= ~(CAVE_MARK | CAVE_GLOW | CAVE_KNOWN);
1414 if (!in_generate) /* Normal */
1417 c_ptr->info &= ~(CAVE_UNSAFE);
1419 /* Hack -- Notice player affect */
1420 if (player_bold(y, x))
1422 /* Hurt the player later */
1425 /* Do not hurt this grid */
1430 /* Hack -- Skip the epicenter */
1431 if ((y == y1) && (x == x1)) continue;
1435 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1436 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1438 if (in_generate) /* In generation */
1440 /* Delete the monster (if any) */
1441 delete_monster(y, x);
1443 else if (r_ptr->flags1 & RF1_QUESTOR)
1445 /* Heal the monster */
1446 m_ptr->hp = m_ptr->maxhp;
1448 /* Try to teleport away quest monsters */
1449 if (!teleport_away(c_ptr->m_idx, (r * 2) + 1, TELEPORT_DEC_VALOUR)) continue;
1453 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1455 GAME_TEXT m_name[MAX_NLEN];
1457 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1458 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_DESTROY, m_name);
1461 /* Delete the monster (if any) */
1462 delete_monster(y, x);
1466 /* During generation, destroyed artifacts are "preserved" */
1467 if (preserve_mode || in_generate)
1469 OBJECT_IDX this_o_idx, next_o_idx = 0;
1471 /* Scan all objects in the grid */
1472 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1475 o_ptr = &o_list[this_o_idx];
1477 /* Acquire next object */
1478 next_o_idx = o_ptr->next_o_idx;
1480 /* Hack -- Preserve unknown artifacts */
1481 if (object_is_fixed_artifact(o_ptr) && (!object_is_known(o_ptr) || in_generate))
1483 /* Mega-Hack -- Preserve the artifact */
1484 a_info[o_ptr->name1].cur_num = 0;
1486 if (in_generate && cheat_peek)
1488 GAME_TEXT o_name[MAX_NLEN];
1489 object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
1490 msg_format(_("伝説のアイテム (%s) は生成中に*破壊*された。", "Artifact (%s) was *destroyed* during generation."), o_name);
1493 else if (in_generate && cheat_peek && o_ptr->art_name)
1495 msg_print(_("ランダム・アーティファクトの1つは生成中に*破壊*された。",
1496 "One of the random artifacts was *destroyed* during generation."));
1501 /* Delete objects */
1502 delete_object(y, x);
1504 /* Destroy "non-permanent" grids */
1505 if (!cave_perma_grid(c_ptr))
1507 /* Wall (or floor) type */
1510 if (!in_generate) /* Normal */
1514 /* Create granite wall */
1515 cave_set_feat(y, x, feat_granite);
1519 /* Create quartz vein */
1520 cave_set_feat(y, x, feat_quartz_vein);
1524 /* Create magma vein */
1525 cave_set_feat(y, x, feat_magma_vein);
1530 cave_set_feat(y, x, floor_type[randint0(100)]);
1533 else /* In generation */
1537 /* Create granite wall */
1538 place_extra_grid(c_ptr);
1542 /* Create quartz vein */
1543 c_ptr->feat = feat_quartz_vein;
1547 /* Create magma vein */
1548 c_ptr->feat = feat_magma_vein;
1553 place_floor_grid(c_ptr);
1556 /* Clear garbage of hidden trap or door */
1565 /* Process "re-glowing" */
1566 for (y = (y1 - r); y <= (y1 + r); y++)
1568 for (x = (x1 - r); x <= (x1 + r); x++)
1570 /* Skip illegal grids */
1571 if (!in_bounds(y, x)) continue;
1573 /* Extract the distance */
1574 k = distance(y1, x1, y, x);
1576 /* Stay in the circle of death */
1577 if (k > r) continue;
1578 c_ptr = &cave[y][x];
1580 if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
1581 else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
1587 for (i = 0; i < 9; i++)
1589 yy = y + ddy_ddd[i];
1590 xx = x + ddx_ddd[i];
1591 if (!in_bounds2(yy, xx)) continue;
1592 cc_ptr = &cave[yy][xx];
1593 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
1595 c_ptr->info |= CAVE_GLOW;
1603 /* Hack -- Affect player */
1606 msg_print(_("燃えるような閃光が発生した!", "There is a searing blast of light!"));
1608 /* Blind the player */
1609 if (!p_ptr->resist_blind && !p_ptr->resist_lite)
1612 (void)set_blind(p_ptr->blind + 10 + randint1(10));
1618 /* Mega-Hack -- Forget the view and lite */
1619 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
1620 p_ptr->redraw |= (PR_MAP);
1621 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1623 if (p_ptr->special_defense & NINJA_S_STEALTH)
1625 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
1635 * @brief 地震処理(サブルーチン) /
1636 * Induce an "earthquake" of the given radius at the given location.
1637 * @return 効力があった場合TRUEを返す
1641 * @param m_idx 地震を起こしたモンスターID(0ならばプレイヤー)
1645 * This will turn some walls into floors and some floors into walls.
1647 * The player will take damage and "jump" into a safe grid if possible,
1648 * otherwise, he will "tunnel" through the rubble instantaneously.
1650 * Monsters will take damage, and "jump" into a safe grid if possible,
1651 * otherwise they will be "buried" in the rubble, disappearing from
1652 * the level in the same way that they do when genocided.
1654 * Note that thus the player and monsters (except eaters of walls and
1655 * passers through walls) will never occupy the same grid as a wall.
1656 * Note that as of now (2.7.8) no monster may occupy a "wall" grid, even
1657 * for a single turn, unless that monster can pass_walls or kill_walls.
1658 * This has allowed massive simplification of the "monster" code.
1661 bool earthquake_aux(POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx)
1665 POSITION y, x, yy, xx, dy, dx;
1668 POSITION sy = 0, sx = 0;
1674 /* Prevent destruction of quest levels and town */
1675 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1680 /* Paranoia -- Enforce maximum range */
1683 /* Clear the "maximal blast" area */
1684 for (y = 0; y < 32; y++)
1686 for (x = 0; x < 32; x++)
1692 /* Check around the epicenter */
1693 for (dy = -r; dy <= r; dy++)
1695 for (dx = -r; dx <= r; dx++)
1697 /* Extract the location */
1701 /* Skip illegal grids */
1702 if (!in_bounds(yy, xx)) continue;
1704 /* Skip distant grids */
1705 if (distance(cy, cx, yy, xx) > r) continue;
1706 c_ptr = &cave[yy][xx];
1708 /* Lose room and vault */
1709 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY | CAVE_UNSAFE);
1711 /* Lose light and knowledge */
1712 c_ptr->info &= ~(CAVE_GLOW | CAVE_MARK | CAVE_KNOWN);
1714 /* Skip the epicenter */
1715 if (!dx && !dy) continue;
1717 /* Skip most grids */
1718 if (randint0(100) < 85) continue;
1720 /* Damage this grid */
1721 map[16+yy-cy][16+xx-cx] = TRUE;
1723 /* Hack -- Take note of player damage */
1724 if (player_bold(yy, xx)) hurt = TRUE;
1728 /* First, affect the player (if necessary) */
1729 if (hurt && !p_ptr->pass_wall && !p_ptr->kill_wall)
1731 /* Check around the player */
1732 for (i = 0; i < 8; i++)
1734 /* Access the location */
1735 y = p_ptr->y + ddy_ddd[i];
1736 x = p_ptr->x + ddx_ddd[i];
1738 /* Skip non-empty grids */
1739 if (!cave_empty_bold(y, x)) continue;
1741 /* Important -- Skip "quake" grids */
1742 if (map[16+y-cy][16+x-cx]) continue;
1744 if (cave[y][x].m_idx) continue;
1746 /* Count "safe" grids */
1749 /* Randomize choice */
1750 if (randint0(sn) > 0) continue;
1752 /* Save the safe location */
1756 /* Random message */
1757 switch (randint1(3))
1761 msg_print(_("ダンジョンの壁が崩れた!", "The cave ceiling collapses!"));
1766 msg_print(_("ダンジョンの床が不自然にねじ曲がった!", "The cave floor twists in an unnatural way!"));
1771 msg_print(_("ダンジョンが揺れた!崩れた岩が頭に降ってきた!", "The cave quakes! You are pummeled with debris!"));
1776 /* Hurt the player a lot */
1779 /* Message and damage */
1780 msg_print(_("あなたはひどい怪我を負った!", "You are severely crushed!"));
1784 /* Destroy the grid, and push the player to safety */
1787 /* Calculate results */
1788 switch (randint1(3))
1792 msg_print(_("降り注ぐ岩をうまく避けた!", "You nimbly dodge the blast!"));
1798 msg_print(_("岩石があなたに直撃した!", "You are bashed by rubble!"));
1799 damage = damroll(10, 4);
1800 (void)set_stun(p_ptr->stun + randint1(50));
1805 msg_print(_("あなたは床と壁との間に挟まれてしまった!", "You are crushed between the floor and ceiling!"));
1806 damage = damroll(10, 4);
1807 (void)set_stun(p_ptr->stun + randint1(50));
1812 /* Move the player to the safe location */
1813 (void)move_player_effect(sy, sx, MPE_DONT_PICKUP);
1816 /* Important -- no wall on player */
1817 map[16+p_ptr->y-cy][16+p_ptr->x-cx] = FALSE;
1825 GAME_TEXT m_name[MAX_NLEN];
1826 monster_type *m_ptr = &m_list[m_idx];
1828 /* Get the monster's real name */
1829 monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1831 killer = format(_("%sの起こした地震", "an earthquake caused by %s"), m_name);
1835 killer = _("地震", "an earthquake");
1838 take_hit(DAMAGE_ATTACK, damage, killer, -1);
1842 /* Examine the quaked region */
1843 for (dy = -r; dy <= r; dy++)
1845 for (dx = -r; dx <= r; dx++)
1847 /* Extract the location */
1851 /* Skip unaffected grids */
1852 if (!map[16+yy-cy][16+xx-cx]) continue;
1853 c_ptr = &cave[yy][xx];
1855 if (c_ptr->m_idx == p_ptr->riding) continue;
1857 /* Process monsters */
1860 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1861 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1863 /* Quest monsters */
1864 if (r_ptr->flags1 & RF1_QUESTOR)
1866 /* No wall on quest monsters */
1867 map[16+yy-cy][16+xx-cx] = FALSE;
1872 /* Most monsters cannot co-exist with rock */
1873 if (!(r_ptr->flags2 & (RF2_KILL_WALL)) &&
1874 !(r_ptr->flags2 & (RF2_PASS_WALL)))
1876 GAME_TEXT m_name[MAX_NLEN];
1878 /* Assume not safe */
1881 /* Monster can move to escape the wall */
1882 if (!(r_ptr->flags1 & (RF1_NEVER_MOVE)))
1884 /* Look for safety */
1885 for (i = 0; i < 8; i++)
1887 y = yy + ddy_ddd[i];
1888 x = xx + ddx_ddd[i];
1890 /* Skip non-empty grids */
1891 if (!cave_empty_bold(y, x)) continue;
1893 /* Hack -- no safety on glyph of warding */
1894 if (is_glyph_grid(&cave[y][x])) continue;
1895 if (is_explosive_rune_grid(&cave[y][x])) continue;
1897 /* ... nor on the Pattern */
1898 if (pattern_tile(y, x)) continue;
1900 /* Important -- Skip "quake" grids */
1901 if (map[16+y-cy][16+x-cx]) continue;
1903 if (cave[y][x].m_idx) continue;
1904 if (player_bold(y, x)) continue;
1906 /* Count "safe" grids */
1909 /* Randomize choice */
1910 if (randint0(sn) > 0) continue;
1912 /* Save the safe grid */
1917 /* Describe the monster */
1918 monster_desc(m_name, m_ptr, 0);
1920 /* Scream in pain */
1921 if (!ignore_unview || is_seen(m_ptr)) msg_format(_("%^sは苦痛で泣きわめいた!", "%^s wails out in pain!"), m_name);
1923 /* Take damage from the quake */
1924 damage = (sn ? damroll(4, 8) : (m_ptr->hp + 1));
1926 /* Monster is certainly awake */
1927 (void)set_monster_csleep(c_ptr->m_idx, 0);
1929 /* Apply damage directly */
1930 m_ptr->hp -= damage;
1932 /* Delete (not kill) "dead" monsters */
1935 if (!ignore_unview || is_seen(m_ptr))
1936 msg_format(_("%^sは岩石に埋もれてしまった!", "%^s is embedded in the rock!"), m_name);
1940 if (record_named_pet && is_pet(&m_list[c_ptr->m_idx]) && m_list[c_ptr->m_idx].nickname)
1942 char m2_name[MAX_NLEN];
1944 monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
1945 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_EARTHQUAKE, m2_name);
1949 delete_monster(yy, xx);
1951 /* No longer safe */
1955 /* Hack -- Escape from the rock */
1958 IDX m_idx_aux = cave[yy][xx].m_idx;
1960 /* Update the old location */
1961 cave[yy][xx].m_idx = 0;
1963 /* Update the new location */
1964 cave[sy][sx].m_idx = m_idx_aux;
1966 /* Move the monster */
1970 update_monster(m_idx, TRUE);
1979 /* Lose monster light */
1982 /* Examine the quaked region */
1983 for (dy = -r; dy <= r; dy++)
1985 for (dx = -r; dx <= r; dx++)
1987 /* Extract the location */
1991 /* Skip unaffected grids */
1992 if (!map[16+yy-cy][16+xx-cx]) continue;
1994 c_ptr = &cave[yy][xx];
1996 /* Paranoia -- never affect player */
1997 /* if (player_bold(yy, xx)) continue; */
1999 /* Destroy location (if valid) */
2000 if (cave_valid_bold(yy, xx))
2002 /* Delete objects */
2003 delete_object(yy, xx);
2005 /* Wall (or floor) type */
2006 t = cave_have_flag_bold(yy, xx, FF_PROJECT) ? randint0(100) : 200;
2011 /* Create granite wall */
2012 cave_set_feat(yy, xx, feat_granite);
2018 /* Create quartz vein */
2019 cave_set_feat(yy, xx, feat_quartz_vein);
2025 /* Create magma vein */
2026 cave_set_feat(yy, xx, feat_magma_vein);
2033 cave_set_feat(yy, xx, floor_type[randint0(100)]);
2040 /* Process "re-glowing" */
2041 for (dy = -r; dy <= r; dy++)
2043 for (dx = -r; dx <= r; dx++)
2045 /* Extract the location */
2049 /* Skip illegal grids */
2050 if (!in_bounds(yy, xx)) continue;
2052 /* Skip distant grids */
2053 if (distance(cy, cx, yy, xx) > r) continue;
2054 c_ptr = &cave[yy][xx];
2056 if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
2057 else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
2062 for (ii = 0; ii < 9; ii++)
2064 yyy = yy + ddy_ddd[ii];
2065 xxx = xx + ddx_ddd[ii];
2066 if (!in_bounds2(yyy, xxx)) continue;
2067 cc_ptr = &cave[yyy][xxx];
2068 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
2070 c_ptr->info |= CAVE_GLOW;
2079 /* Mega-Hack -- Forget the view and lite */
2080 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
2082 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
2084 /* Update the health bar */
2085 p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH);
2087 p_ptr->redraw |= (PR_MAP);
2089 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2091 if (p_ptr->special_defense & NINJA_S_STEALTH)
2093 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
2101 * @brief 地震処理(プレイヤーの中心発動) /
2102 * Induce an "earthquake" of the given radius at the given location.
2103 * @return 効力があった場合TRUEを返す
2108 bool earthquake(POSITION cy, POSITION cx, POSITION r)
2110 return earthquake_aux(cy, cx, r, 0);
2117 void discharge_minion(void)
2122 for (i = 1; i < m_max; i++)
2124 monster_type *m_ptr = &m_list[i];
2125 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
2126 if (m_ptr->nickname) okay = FALSE;
2128 if (!okay || p_ptr->riding)
2130 if (!get_check(_("本当に全ペットを爆破しますか?", "You will blast all pets. Are you sure? ")))
2133 for (i = 1; i < m_max; i++)
2136 monster_type *m_ptr = &m_list[i];
2137 monster_race *r_ptr;
2139 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
2140 r_ptr = &r_info[m_ptr->r_idx];
2142 /* Uniques resist discharging */
2143 if (r_ptr->flags1 & RF1_UNIQUE)
2145 GAME_TEXT m_name[MAX_NLEN];
2146 monster_desc(m_name, m_ptr, 0x00);
2147 msg_format(_("%sは爆破されるのを嫌がり、勝手に自分の世界へと帰った。", "%^s resists to be blasted, and run away."), m_name);
2148 delete_monster_idx(i);
2151 dam = m_ptr->maxhp / 2;
2152 if (dam > 100) dam = (dam-100)/2 + 100;
2153 if (dam > 400) dam = (dam-400)/2 + 400;
2154 if (dam > 800) dam = 800;
2155 project(i, 2+(r_ptr->level/20), m_ptr->fy,
2156 m_ptr->fx, dam, GF_PLASMA,
2157 PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
2159 if (record_named_pet && m_ptr->nickname)
2161 GAME_TEXT m_name[MAX_NLEN];
2163 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
2164 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_BLAST, m_name);
2167 delete_monster_idx(i);
2173 * @brief 部屋全体を照らすサブルーチン
2177 * This routine clears the entire "temp" set.
2178 * This routine will Perma-Lite all "temp" grids.
2179 * This routine is used (only) by "lite_room()"
2180 * Dark grids are illuminated.
2181 * Also, process all affected monsters.
2183 * SMART monsters always wake up when illuminated
2184 * NORMAL monsters wake up 1/4 the time when illuminated
2185 * STUPID monsters wake up 1/10 the time when illuminated
2188 static void cave_temp_room_lite(void)
2192 /* Clear them all */
2193 for (i = 0; i < temp_n; i++)
2195 POSITION y = temp_y[i];
2196 POSITION x = temp_x[i];
2198 cave_type *c_ptr = &cave[y][x];
2200 /* No longer in the array */
2201 c_ptr->info &= ~(CAVE_TEMP);
2203 /* Update only non-CAVE_GLOW grids */
2204 /* if (c_ptr->info & (CAVE_GLOW)) continue; */
2207 c_ptr->info |= (CAVE_GLOW);
2209 /* Process affected monsters */
2213 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2214 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2215 update_monster(c_ptr->m_idx, FALSE);
2217 /* Stupid monsters rarely wake up */
2218 if (r_ptr->flags2 & (RF2_STUPID)) chance = 10;
2220 /* Smart monsters always wake up */
2221 if (r_ptr->flags2 & (RF2_SMART)) chance = 100;
2223 /* Sometimes monsters wake up */
2224 if (MON_CSLEEP(m_ptr) && (randint0(100) < chance))
2227 (void)set_monster_csleep(c_ptr->m_idx, 0);
2229 /* Notice the "waking up" */
2232 GAME_TEXT m_name[MAX_NLEN];
2233 monster_desc(m_name, m_ptr, 0);
2234 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
2244 update_local_illumination(y, x);
2254 * @brief 部屋全体を暗くするサブルーチン
2258 * This routine clears the entire "temp" set.
2259 * This routine will "darken" all "temp" grids.
2260 * In addition, some of these grids will be "unmarked".
2261 * This routine is used (only) by "unlite_room()"
2262 * Also, process all affected monsters
2265 static void cave_temp_room_unlite(void)
2269 /* Clear them all */
2270 for (i = 0; i < temp_n; i++)
2272 POSITION y = temp_y[i];
2273 POSITION x = temp_x[i];
2276 cave_type *c_ptr = &cave[y][x];
2277 bool do_dark = !is_mirror_grid(c_ptr);
2279 /* No longer in the array */
2280 c_ptr->info &= ~(CAVE_TEMP);
2282 /* Darken the grid */
2285 if (dun_level || !is_daytime())
2287 for (j = 0; j < 9; j++)
2289 int by = y + ddy_ddd[j];
2290 int bx = x + ddx_ddd[j];
2292 if (in_bounds2(by, bx))
2294 cave_type *cc_ptr = &cave[by][bx];
2296 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
2304 if (!do_dark) continue;
2307 c_ptr->info &= ~(CAVE_GLOW);
2309 /* Hack -- Forget "boring" grids */
2310 if (!have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_REMEMBER))
2312 /* Forget the grid */
2313 if (!view_torch_grids) c_ptr->info &= ~(CAVE_MARK);
2318 /* Process affected monsters */
2321 update_monster(c_ptr->m_idx, FALSE);
2326 update_local_illumination(y, x);
2336 * @brief 周辺に関数ポインタの条件に該当する地形がいくつあるかを計算する / Determine how much contiguous open space this grid is next to
2339 * @param pass_bold 地形条件を返す関数ポインタ
2342 static int next_to_open(POSITION cy, POSITION cx, bool (*pass_bold)(POSITION, POSITION))
2349 for (i = 0; i < 16; i++)
2351 y = cy + ddy_cdd[i % 8];
2352 x = cx + ddx_cdd[i % 8];
2354 /* Found a wall, break the length */
2355 if (!pass_bold(y, x))
2357 /* Track best length */
2371 return (MAX(len, blen));
2375 * @brief 周辺に関数ポインタの条件に該当する地形がいくつあるかを計算する / Determine how much contiguous open space this grid is next to
2378 * @param pass_bold 地形条件を返す関数ポインタ
2381 static int next_to_walls_adj(POSITION cy, POSITION cx, bool (*pass_bold)(POSITION, POSITION))
2387 for (i = 0; i < 8; i++)
2389 y = cy + ddy_ddd[i];
2390 x = cx + ddx_ddd[i];
2392 if (!pass_bold(y, x)) c++;
2400 * @brief 部屋内にある一点の周囲に該当する地形数かいくつあるかをグローバル変数temp_nに返す / Aux function -- see below
2401 * @param y 部屋内のy座標1点
2402 * @param x 部屋内のx座標1点
2403 * @param only_room 部屋内地形のみをチェック対象にするならば TRUE
2404 * @param pass_bold 地形条件を返す関数ポインタ
2407 static void cave_temp_room_aux(POSITION y, POSITION x, bool only_room, bool (*pass_bold)(POSITION, POSITION))
2412 c_ptr = &cave[y][x];
2414 /* Avoid infinite recursion */
2415 if (c_ptr->info & (CAVE_TEMP)) return;
2417 /* Do not "leave" the current room */
2418 if (!(c_ptr->info & (CAVE_ROOM)))
2420 if (only_room) return;
2423 if (!in_bounds2(y, x)) return;
2425 /* Do not exceed the maximum spell range */
2426 if (distance(p_ptr->y, p_ptr->x, y, x) > MAX_RANGE) return;
2428 /* Verify this grid */
2430 * The reason why it is ==6 instead of >5 is that 8 is impossible
2431 * due to the check for cave_bold above.
2432 * 7 lights dead-end corridors (you need to do this for the
2433 * checkboard interesting rooms, so that the boundary is lit
2435 * This leaves only a check for 6 bounding walls!
2437 if (in_bounds(y, x) && pass_bold(y, x) &&
2438 (next_to_walls_adj(y, x, pass_bold) == 6) && (next_to_open(y, x, pass_bold) <= 1)) return;
2441 /* Paranoia -- verify space */
2442 if (temp_n == TEMP_MAX) return;
2444 /* Mark the grid as "seen" */
2445 c_ptr->info |= (CAVE_TEMP);
2447 /* Add it to the "seen" set */
2454 * @brief 指定のマスが光を通すか(LOSフラグを持つか)を返す。 / Aux function -- see below
2457 * @return 光を通すならばtrueを返す。
2459 static bool cave_pass_lite_bold(POSITION y, POSITION x)
2461 return cave_los_bold(y, x);
2465 * @brief 部屋内にある一点の周囲がいくつ光を通すかをグローバル変数temp_nに返す / Aux function -- see below
2470 static void cave_temp_lite_room_aux(POSITION y, POSITION x)
2472 cave_temp_room_aux(y, x, FALSE, cave_pass_lite_bold);
2476 * @brief 指定のマスが光を通さず射線のみを通すかを返す。 / Aux function -- see below
2479 * @return 射線を通すならばtrueを返す。
2481 static bool cave_pass_dark_bold(POSITION y, POSITION x)
2483 return cave_have_flag_bold(y, x, FF_PROJECT);
2488 * @brief 部屋内にある一点の周囲がいくつ射線を通すかをグローバル変数temp_nに返す / Aux function -- see below
2493 static void cave_temp_unlite_room_aux(POSITION y, POSITION x)
2495 cave_temp_room_aux(y, x, TRUE, cave_pass_dark_bold);
2500 * @brief 指定された部屋内を照らす / Illuminate any room containing the given location.
2505 void lite_room(POSITION y1, POSITION x1)
2510 /* Add the initial grid */
2511 cave_temp_lite_room_aux(y1, x1);
2513 /* While grids are in the queue, add their neighbors */
2514 for (i = 0; i < temp_n; i++)
2516 x = temp_x[i], y = temp_y[i];
2518 /* Walls get lit, but stop light */
2519 if (!cave_pass_lite_bold(y, x)) continue;
2521 /* Spread adjacent */
2522 cave_temp_lite_room_aux(y + 1, x);
2523 cave_temp_lite_room_aux(y - 1, x);
2524 cave_temp_lite_room_aux(y, x + 1);
2525 cave_temp_lite_room_aux(y, x - 1);
2527 /* Spread diagonal */
2528 cave_temp_lite_room_aux(y + 1, x + 1);
2529 cave_temp_lite_room_aux(y - 1, x - 1);
2530 cave_temp_lite_room_aux(y - 1, x + 1);
2531 cave_temp_lite_room_aux(y + 1, x - 1);
2534 /* Now, lite them all up at once */
2535 cave_temp_room_lite();
2537 if (p_ptr->special_defense & NINJA_S_STEALTH)
2539 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
2545 * @brief 指定された部屋内を暗くする / Darken all rooms containing the given location
2550 void unlite_room(POSITION y1, POSITION x1)
2555 /* Add the initial grid */
2556 cave_temp_unlite_room_aux(y1, x1);
2558 /* Spread, breadth first */
2559 for (i = 0; i < temp_n; i++)
2561 x = temp_x[i], y = temp_y[i];
2563 /* Walls get dark, but stop darkness */
2564 if (!cave_pass_dark_bold(y, x)) continue;
2566 /* Spread adjacent */
2567 cave_temp_unlite_room_aux(y + 1, x);
2568 cave_temp_unlite_room_aux(y - 1, x);
2569 cave_temp_unlite_room_aux(y, x + 1);
2570 cave_temp_unlite_room_aux(y, x - 1);
2572 /* Spread diagonal */
2573 cave_temp_unlite_room_aux(y + 1, x + 1);
2574 cave_temp_unlite_room_aux(y - 1, x - 1);
2575 cave_temp_unlite_room_aux(y - 1, x + 1);
2576 cave_temp_unlite_room_aux(y + 1, x - 1);
2579 /* Now, darken them all at once */
2580 cave_temp_room_unlite();
2586 * @brief プレイヤー位置を中心にLITE_WEAK属性を通じた照明処理を行う / Hack -- call light around the player Affect all monsters in the projection radius
2589 * @return 作用が実際にあった場合TRUEを返す
2591 bool lite_area(HIT_POINT dam, POSITION rad)
2593 BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
2595 if (d_info[dungeon_type].flags1 & DF1_DARKNESS)
2597 msg_print(_("ダンジョンが光を吸収した。", "The darkness of this dungeon absorb your light."));
2601 /* Hack -- Message */
2604 msg_print(_("白い光が辺りを覆った。", "You are surrounded by a white light."));
2607 /* Hook into the "project()" function */
2608 (void)project(0, rad, p_ptr->y, p_ptr->x, dam, GF_LITE_WEAK, flg, -1);
2610 /* Lite up the room */
2611 lite_room(p_ptr->y, p_ptr->x);
2619 * @brief プレイヤー位置を中心にLITE_DARK属性を通じた消灯処理を行う / Hack -- call light around the player Affect all monsters in the projection radius
2622 * @return 作用が実際にあった場合TRUEを返す
2624 bool unlite_area(HIT_POINT dam, POSITION rad)
2626 BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
2628 /* Hack -- Message */
2631 msg_print(_("暗闇が辺りを覆った。", "Darkness surrounds you."));
2634 /* Hook into the "project()" function */
2635 (void)project(0, rad, p_ptr->y, p_ptr->x, dam, GF_DARK_WEAK, flg, -1);
2637 /* Lite up the room */
2638 unlite_room(p_ptr->y, p_ptr->x);
2647 * @brief ボール系スペルの発動 / Cast a ball spell
2649 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
2652 * @return 作用が実際にあった場合TRUEを返す
2655 * Stop if we hit a monster, act as a "ball"
2656 * Allow "target" mode to pass over monsters
2657 * Affect grids, objects, and monsters
2660 bool fire_ball(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2664 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2666 if (typ == GF_CHARM_LIVING) flg|= PROJECT_HIDE;
2667 /* Use the given direction */
2668 tx = p_ptr->x + 99 * ddx[dir];
2669 ty = p_ptr->y + 99 * ddy[dir];
2671 /* Hack -- Use an actual "target" */
2672 if ((dir == 5) && target_okay())
2674 flg &= ~(PROJECT_STOP);
2679 /* Analyze the "dir" and the "target". Hurt items on floor. */
2680 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2684 * @brief ブレス系スペルの発動 / Cast a breath spell
2686 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
2689 * @return 作用が実際にあった場合TRUEを返す
2692 * Stop if we hit a monster, act as a "ball"
2693 * Allow "target" mode to pass over monsters
2694 * Affect grids, objects, and monsters
2697 bool fire_breath(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2699 return fire_ball(typ, dir, dam, -rad);
2704 * @brief ロケット系スペルの発動(詳細な差は確認中) / Cast a ball spell
2706 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
2709 * @return 作用が実際にあった場合TRUEを返す
2712 * Stop if we hit a monster, act as a "ball"
2713 * Allow "target" mode to pass over monsters
2714 * Affect grids, objects, and monsters
2717 bool fire_rocket(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2720 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2722 /* Use the given direction */
2723 tx = p_ptr->x + 99 * ddx[dir];
2724 ty = p_ptr->y + 99 * ddy[dir];
2726 /* Hack -- Use an actual "target" */
2727 if ((dir == 5) && target_okay())
2733 /* Analyze the "dir" and the "target". Hurt items on floor. */
2734 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2739 * @brief ボール(ハイド)系スペルの発動 / Cast a ball spell
2741 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
2744 * @return 作用が実際にあった場合TRUEを返す
2747 * Stop if we hit a monster, act as a "ball"
2748 * Allow "target" mode to pass over monsters
2749 * Affect grids, objects, and monsters
2752 bool fire_ball_hide(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2755 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_HIDE;
2757 /* Use the given direction */
2758 tx = p_ptr->x + 99 * ddx[dir];
2759 ty = p_ptr->y + 99 * ddy[dir];
2761 /* Hack -- Use an actual "target" */
2762 if ((dir == 5) && target_okay())
2764 flg &= ~(PROJECT_STOP);
2769 /* Analyze the "dir" and the "target". Hurt items on floor. */
2770 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2775 * @brief メテオ系スペルの発動 / Cast a meteor spell
2776 * @param who スぺル詠唱者のモンスターID(0=プレイヤー)
2782 * @return 作用が実際にあった場合TRUEを返す
2785 * Cast a meteor spell, defined as a ball spell cast by an arbitary monster,
2786 * player, or outside source, that starts out at an arbitrary location, and
2787 * leaving no trail from the "caster" to the target. This function is
2788 * especially useful for bombardments and similar. -LM-
2789 * Option to hurt the player.
2792 bool fire_meteor(MONSTER_IDX who, EFFECT_ID typ, POSITION y, POSITION x, HIT_POINT dam, POSITION rad)
2794 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2796 /* Analyze the "target" and the caster. */
2797 return (project(who, rad, y, x, dam, typ, flg, -1));
2802 * @brief ブラスト系スペルの発動 / Cast a blast spell
2804 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
2809 * @return 作用が実際にあった場合TRUEを返す
2811 bool fire_blast(EFFECT_ID typ, DIRECTION dir, int dd, int ds, int num, int dev)
2815 POSITION ty, tx, y, x;
2818 BIT_FLAGS flg = PROJECT_FAST | PROJECT_THRU | PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE | PROJECT_GRID;
2823 /* Use the given direction */
2826 ly = ty = p_ptr->y + 20 * ddy[dir];
2827 lx = tx = p_ptr->x + 20 * ddx[dir];
2830 /* Use an actual "target" */
2831 else /* if (dir == 5) */
2836 lx = 20 * (tx - p_ptr->x) + p_ptr->x;
2837 ly = 20 * (ty - p_ptr->y) + p_ptr->y;
2840 ld = distance(p_ptr->y, p_ptr->x, ly, lx);
2843 for (i = 0; i < num; i++)
2847 /* Get targets for some bolts */
2848 y = rand_spread(ly, ld * dev / 20);
2849 x = rand_spread(lx, ld * dev / 20);
2851 if (distance(ly, lx, y, x) <= ld * dev / 20) break;
2854 /* Analyze the "dir" and the "target". */
2855 if (!project(0, 0, y, x, damroll(dd, ds), typ, flg, -1))
2866 * @brief モンスターとの位置交換処理 / Switch position with a monster.
2867 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
2868 * @return 作用が実際にあった場合TRUEを返す
2870 bool teleport_swap(DIRECTION dir)
2874 monster_type* m_ptr;
2875 monster_race* r_ptr;
2877 if ((dir == 5) && target_okay())
2884 tx = p_ptr->x + ddx[dir];
2885 ty = p_ptr->y + ddy[dir];
2887 c_ptr = &cave[ty][tx];
2889 if (p_ptr->anti_tele)
2891 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
2895 if (!c_ptr->m_idx || (c_ptr->m_idx == p_ptr->riding))
2897 msg_print(_("それとは場所を交換できません。", "You can't trade places with that!"));
2903 if ((c_ptr->info & CAVE_ICKY) || (distance(ty, tx, p_ptr->y, p_ptr->x) > p_ptr->lev * 3 / 2 + 10))
2905 msg_print(_("失敗した。", "Failed to swap."));
2911 m_ptr = &m_list[c_ptr->m_idx];
2912 r_ptr = &r_info[m_ptr->r_idx];
2914 (void)set_monster_csleep(c_ptr->m_idx, 0);
2916 if (r_ptr->flagsr & RFR_RES_TELE)
2918 msg_print(_("テレポートを邪魔された!", "Your teleportation is blocked!"));
2920 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2926 sound(SOUND_TELEPORT);
2928 /* Swap the player and monster */
2929 (void)move_player_effect(ty, tx, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
2937 * @brief 指定方向に飛び道具を飛ばす(フラグ任意指定) / Hack -- apply a "projection()" in a direction (or at the target)
2939 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
2942 * @return 作用が実際にあった場合TRUEを返す
2944 bool project_hook(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, BIT_FLAGS flg)
2948 /* Pass through the target if needed */
2949 flg |= (PROJECT_THRU);
2951 /* Use the given direction */
2952 tx = p_ptr->x + ddx[dir];
2953 ty = p_ptr->y + ddy[dir];
2955 /* Hack -- Use an actual "target" */
2956 if ((dir == 5) && target_okay())
2962 /* Analyze the "dir" and the "target", do NOT explode */
2963 return (project(0, 0, ty, tx, dam, typ, flg, -1));
2968 * @brief ボルト系スペルの発動 / Cast a bolt spell.
2970 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
2972 * @return 作用が実際にあった場合TRUEを返す
2975 * Stop if we hit a monster, as a "bolt".
2976 * Affect monsters and grids (not objects).
2979 bool fire_bolt(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
2981 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_GRID;
2982 if (typ != GF_ARROW) flg |= PROJECT_REFLECTABLE;
2983 return (project_hook(typ, dir, dam, flg));
2988 * @brief ビーム系スペルの発動 / Cast a beam spell.
2990 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
2992 * @return 作用が実際にあった場合TRUEを返す
2995 * Pass through monsters, as a "beam".
2996 * Affect monsters, grids and objects.
2999 bool fire_beam(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
3001 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM;
3002 return (project_hook(typ, dir, dam, flg));
3007 * @brief 確率に応じたボルト系/ビーム系スペルの発動 / Cast a bolt spell, or rarely, a beam spell.
3008 * @param prob ビーム化する確率(%)
3010 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3012 * @return 作用が実際にあった場合TRUEを返す
3015 * Pass through monsters, as a "beam".
3016 * Affect monsters, grids and objects.
3019 bool fire_bolt_or_beam(PERCENTAGE prob, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
3021 if (randint0(100) < prob)
3023 return (fire_beam(typ, dir, dam));
3027 return (fire_bolt(typ, dir, dam));
3032 * @brief LITE_WEAK属性による光源ビーム処理
3033 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3035 * @return 作用が実際にあった場合TRUEを返す
3037 bool lite_line(DIRECTION dir, HIT_POINT dam)
3039 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_KILL;
3040 return (project_hook(GF_LITE_WEAK, dir, dam, flg));
3045 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3047 * @return 作用が実際にあった場合TRUEを返す
3049 bool hypodynamic_bolt(DIRECTION dir, HIT_POINT dam)
3051 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3052 return (project_hook(GF_HYPODYNAMIA, dir, dam, flg));
3057 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3059 * @return 作用が実際にあった場合TRUEを返す
3061 bool wall_to_mud(DIRECTION dir, HIT_POINT dam)
3063 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3064 return (project_hook(GF_KILL_WALL, dir, dam, flg));
3069 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3070 * @return 作用が実際にあった場合TRUEを返す
3072 bool wizard_lock(DIRECTION dir)
3074 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3075 return (project_hook(GF_JAM_DOOR, dir, 20 + randint1(30), flg));
3080 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3081 * @return 作用が実際にあった場合TRUEを返す
3083 bool destroy_door(DIRECTION dir)
3085 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
3086 return (project_hook(GF_KILL_DOOR, dir, 0, flg));
3091 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3092 * @return 作用が実際にあった場合TRUEを返す
3094 bool disarm_trap(DIRECTION dir)
3096 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
3097 return (project_hook(GF_KILL_TRAP, dir, 0, flg));
3102 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3104 * @return 作用が実際にあった場合TRUEを返す
3106 bool heal_monster(DIRECTION dir, HIT_POINT dam)
3108 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3109 return (project_hook(GF_OLD_HEAL, dir, dam, flg));
3114 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3116 * @return 作用が実際にあった場合TRUEを返す
3118 bool speed_monster(DIRECTION dir, int power)
3120 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3121 return (project_hook(GF_OLD_SPEED, dir, power, flg));
3126 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3128 * @return 作用が実際にあった場合TRUEを返す
3130 bool slow_monster(DIRECTION dir, int power)
3132 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3133 return (project_hook(GF_OLD_SLOW, dir, power, flg));
3138 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3140 * @return 作用が実際にあった場合TRUEを返す
3142 bool sleep_monster(DIRECTION dir, int power)
3144 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3145 return (project_hook(GF_OLD_SLEEP, dir, power, flg));
3149 * @brief モンスター拘束(STASIS)処理
3150 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3151 * @return 作用が実際にあった場合TRUEを返す
3152 * @details 威力はプレイヤーレベル*2に固定
3154 bool stasis_monster(DIRECTION dir)
3156 return (fire_ball_hide(GF_STASIS, dir, p_ptr->lev*2, 0));
3160 * @brief 邪悪なモンスター拘束(STASIS)処理
3161 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3162 * @return 作用が実際にあった場合TRUEを返す
3163 * @details 威力はプレイヤーレベル*2に固定
3165 bool stasis_evil(DIRECTION dir)
3167 return (fire_ball_hide(GF_STASIS_EVIL, dir, p_ptr->lev*2, 0));
3172 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3173 * @param plev プレイヤーレベル(=効力)
3174 * @return 作用が実際にあった場合TRUEを返す
3176 bool confuse_monster(DIRECTION dir, PLAYER_LEVEL plev)
3178 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3179 return (project_hook(GF_OLD_CONF, dir, plev, flg));
3184 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3185 * @param plev プレイヤーレベル(=効力)
3186 * @return 作用が実際にあった場合TRUEを返す
3188 bool stun_monster(DIRECTION dir, PLAYER_LEVEL plev)
3190 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3191 return (project_hook(GF_STUN, dir, plev, flg));
3195 * @brief チェンジモンスター処理
3196 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3198 * @return 作用が実際にあった場合TRUEを返す
3200 bool poly_monster(DIRECTION dir, int power)
3202 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3203 bool tester = (project_hook(GF_OLD_POLY, dir, power, flg));
3205 chg_virtue(V_CHANCE, 1);
3210 * @brief クローンモンスター処理
3211 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3212 * @return 作用が実際にあった場合TRUEを返す
3214 bool clone_monster(DIRECTION dir)
3216 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3217 return (project_hook(GF_OLD_CLONE, dir, 0, flg));
3222 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3223 * @param plev プレイヤーレベル(=効力)
3224 * @return 作用が実際にあった場合TRUEを返す
3226 bool fear_monster(DIRECTION dir, PLAYER_LEVEL plev)
3228 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3229 return (project_hook(GF_TURN_ALL, dir, plev, flg));
3234 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3235 * @param plev プレイヤーレベル(効力はplev*200)
3236 * @return 作用が実際にあった場合TRUEを返す
3238 bool death_ray(DIRECTION dir, PLAYER_LEVEL plev)
3240 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3241 return (project_hook(GF_DEATH_RAY, dir, plev * 200, flg));
3245 * @brief モンスター用テレポート処理
3246 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3247 * @param distance 移動距離
3248 * @return 作用が実際にあった場合TRUEを返す
3250 bool teleport_monster(DIRECTION dir, int distance)
3252 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_KILL;
3253 return (project_hook(GF_AWAY_ALL, dir, distance, flg));
3257 * @brief ドア生成処理(プレイヤー中心に周囲1マス) / Hooks -- affect adjacent grids (radius 1 ball attack)
3258 * @return 作用が実際にあった場合TRUEを返す
3260 bool door_creation(void)
3262 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3263 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_DOOR, flg, -1));
3267 * @brief トラップ生成処理(起点から周囲1マス)
3270 * @return 作用が実際にあった場合TRUEを返す
3272 bool trap_creation(POSITION y, POSITION x)
3274 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3275 return (project(0, 1, y, x, 0, GF_MAKE_TRAP, flg, -1));
3279 * @brief 森林生成処理(プレイヤー中心に周囲1マス)
3280 * @return 作用が実際にあった場合TRUEを返す
3282 bool tree_creation(void)
3284 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3285 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_TREE, flg, -1));
3289 * @brief 魔法のルーン生成処理(プレイヤー中心に周囲1マス)
3290 * @return 作用が実際にあった場合TRUEを返す
3292 bool glyph_creation(void)
3294 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM;
3295 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_GLYPH, flg, -1));
3299 * @brief 壁生成処理(プレイヤー中心に周囲1マス)
3300 * @return 作用が実際にあった場合TRUEを返す
3302 bool wall_stone(void)
3304 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3306 bool dummy = (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_STONE_WALL, flg, -1));
3308 p_ptr->update |= (PU_FLOW);
3310 p_ptr->redraw |= (PR_MAP);
3316 * @brief ドア破壊処理(プレイヤー中心に周囲1マス)
3317 * @return 作用が実際にあった場合TRUEを返す
3319 bool destroy_doors_touch(void)
3321 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3322 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_KILL_DOOR, flg, -1));
3326 * @brief トラップ解除処理(プレイヤー中心に周囲1マス)
3327 * @return 作用が実際にあった場合TRUEを返す
3329 bool disarm_traps_touch(void)
3331 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3332 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_KILL_TRAP, flg, -1));
3336 * @brief スリープモンスター処理(プレイヤー中心に周囲1マス)
3337 * @return 作用が実際にあった場合TRUEを返す
3339 bool sleep_monsters_touch(void)
3341 BIT_FLAGS flg = PROJECT_KILL | PROJECT_HIDE;
3342 return (project(0, 1, p_ptr->y, p_ptr->x, p_ptr->lev, GF_OLD_SLEEP, flg, -1));
3347 * @brief 死者復活処理(起点より周囲5マス)
3348 * @param who 術者モンスターID(0ならばプレイヤー)
3351 * @return 作用が実際にあった場合TRUEを返す
3353 bool animate_dead(MONSTER_IDX who, POSITION y, POSITION x)
3355 BIT_FLAGS flg = PROJECT_ITEM | PROJECT_HIDE;
3356 return (project(who, 5, y, x, 0, GF_ANIM_DEAD, flg, -1));
3361 * @return 作用が実際にあった場合TRUEを返す
3363 void call_chaos(void)
3365 int Chaos_type, dummy, dir;
3366 PLAYER_LEVEL plev = p_ptr->lev;
3367 bool line_chaos = FALSE;
3369 int hurt_types[31] =
3371 GF_ELEC, GF_POIS, GF_ACID, GF_COLD,
3372 GF_FIRE, GF_MISSILE, GF_ARROW, GF_PLASMA,
3373 GF_HOLY_FIRE, GF_WATER, GF_LITE, GF_DARK,
3374 GF_FORCE, GF_INERTIAL, GF_MANA, GF_METEOR,
3375 GF_ICE, GF_CHAOS, GF_NETHER, GF_DISENCHANT,
3376 GF_SHARDS, GF_SOUND, GF_NEXUS, GF_CONFUSION,
3377 GF_TIME, GF_GRAVITY, GF_ROCKET, GF_NUKE,
3378 GF_HELL_FIRE, GF_DISINTEGRATE, GF_PSY_SPEAR
3381 Chaos_type = hurt_types[randint0(31)];
3382 if (one_in_(4)) line_chaos = TRUE;
3386 for (dummy = 1; dummy < 10; dummy++)
3391 fire_beam(Chaos_type, dummy, 150);
3393 fire_ball(Chaos_type, dummy, 150, 2);
3397 else if (one_in_(3))
3399 fire_ball(Chaos_type, 0, 500, 8);
3403 if (!get_aim_dir(&dir)) return;
3405 fire_beam(Chaos_type, dir, 250);
3407 fire_ball(Chaos_type, dir, 250, 3 + (plev / 35));
3412 * @brief TY_CURSE処理発動 / Activate the evil Topi Ylinen curse
3413 * @param stop_ty 再帰処理停止フラグ
3415 * @return 作用が実際にあった場合TRUEを返す
3418 * rr9: Stop the nasty things when a Cyberdemon is summoned
3419 * or the player gets paralyzed.
3422 bool activate_ty_curse(bool stop_ty, int *count)
3426 BIT_FLAGS flg = (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP);
3430 switch (randint1(34))
3435 msg_print(_("地面が揺れた...", "The ground trembles..."));
3436 earthquake(p_ptr->y, p_ptr->x, 5 + randint0(10));
3437 if (!one_in_(6)) break;
3442 HIT_POINT dam = damroll(10, 10);
3443 msg_print(_("純粋な魔力の次元への扉が開いた!", "A portal opens to a plane of raw mana!"));
3444 project(0, 8, p_ptr->y, p_ptr->x, dam, GF_MANA, flg, -1);
3445 take_hit(DAMAGE_NOESCAPE, dam, _("純粋な魔力の解放", "released pure mana"), -1);
3446 if (!one_in_(6)) break;
3451 msg_print(_("周囲の空間が歪んだ!", "Space warps about you!"));
3452 teleport_player(damroll(10, 10), TELEPORT_PASSIVE);
3453 if (randint0(13)) (*count) += activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
3454 if (!one_in_(6)) break;
3457 msg_print(_("エネルギーのうねりを感じた!", "You feel a surge of energy!"));
3461 project(0, 7, p_ptr->y, p_ptr->x, 50, GF_KILL_WALL, flg, -1);
3462 take_hit(DAMAGE_NOESCAPE, 50, _("エネルギーのうねり", "surge of energy"), -1);
3464 if (!one_in_(6)) break;
3465 case 1: case 2: case 3: case 16: case 17:
3466 aggravate_monsters(0);
3467 if (!one_in_(6)) break;
3468 case 4: case 5: case 6:
3469 (*count) += activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
3470 if (!one_in_(6)) break;
3471 case 7: case 8: case 9: case 18:
3472 (*count) += summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
3473 if (!one_in_(6)) break;
3474 case 10: case 11: case 12:
3475 msg_print(_("経験値が体から吸い取られた気がする!", "You feel your experience draining away..."));
3476 lose_exp(p_ptr->exp / 16);
3477 if (!one_in_(6)) break;
3478 case 13: case 14: case 15: case 19: case 20:
3479 if (stop_ty || (p_ptr->free_act && (randint1(125) < p_ptr->skill_sav)) || (p_ptr->pclass == CLASS_BERSERKER))
3485 msg_print(_("彫像になった気分だ!", "You feel like a statue!"));
3486 if (p_ptr->free_act)
3487 set_paralyzed(p_ptr->paralyzed + randint1(3));
3489 set_paralyzed(p_ptr->paralyzed + randint1(13));
3492 if (!one_in_(6)) break;
3493 case 21: case 22: case 23:
3494 (void)do_dec_stat(randint0(6));
3495 if (!one_in_(6)) break;
3497 msg_print(_("ほえ?私は誰?ここで何してる?", "Huh? Who am I? What am I doing here?"));
3499 if (!one_in_(6)) break;
3502 * Only summon Cyberdemons deep in the dungeon.
3504 if ((dun_level > 65) && !stop_ty)
3506 (*count) += summon_cyber(-1, p_ptr->y, p_ptr->x);
3510 if (!one_in_(6)) break;
3516 (void)do_dec_stat(i);
3524 while (one_in_(3) && !stop_ty);
3530 * @brief HI_SUMMON(上級召喚)処理発動
3533 * @param can_pet プレイヤーのペットとなる可能性があるならばTRUEにする
3534 * @return 作用が実際にあった場合TRUEを返す
3536 int activate_hi_summon(POSITION y, POSITION x, bool can_pet)
3541 BIT_FLAGS mode = PM_ALLOW_GROUP;
3548 mode |= PM_FORCE_FRIENDLY;
3552 mode |= PM_FORCE_PET;
3557 if (!pet) mode |= PM_NO_PET;
3559 summon_lev = (pet ? p_ptr->lev * 2 / 3 + randint1(p_ptr->lev / 2) : dun_level);
3561 for (i = 0; i < (randint1(7) + (dun_level / 40)); i++)
3563 switch (randint1(25) + (dun_level / 20))
3566 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANT, mode, '\0');
3569 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_SPIDER, mode, '\0');
3572 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HOUND, mode, '\0');
3575 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HYDRA, mode, '\0');
3578 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANGEL, mode, '\0');
3581 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNDEAD, mode, '\0');
3584 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DRAGON, mode, '\0');
3587 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DEMON, mode, '\0');
3591 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_AMBERITES, (mode | PM_ALLOW_UNIQUE), '\0');
3595 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNIQUE, (mode | PM_ALLOW_UNIQUE), '\0');
3598 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3599 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_UNDEAD, mode, '\0');
3602 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3603 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_DRAGON, mode, '\0');
3606 count += summon_specific((pet ? -1 : 0), y, x, 100, SUMMON_CYBER, mode, '\0');
3609 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3610 count += summon_specific((pet ? -1 : 0), y, x,pet ? summon_lev : (((summon_lev * 3) / 2) + 5), 0, mode, '\0');
3619 * @brief サイバーデーモンの召喚
3620 * @param who 召喚主のモンスターID(0ならばプレイヤー)
3623 * @return 作用が実際にあった場合TRUEを返す
3625 int summon_cyber(MONSTER_IDX who, POSITION y, POSITION x)
3628 int max_cyber = (easy_band ? 1 : (dun_level / 50) + randint1(2));
3630 BIT_FLAGS mode = PM_ALLOW_GROUP;
3632 /* Summoned by a monster */
3635 monster_type *m_ptr = &m_list[who];
3636 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
3639 if (max_cyber > 4) max_cyber = 4;
3641 for (i = 0; i < max_cyber; i++)
3643 count += summon_specific(who, y, x, 100, SUMMON_CYBER, mode, '\0');
3650 * @brief 周辺破壊効果(プレイヤー中心)
3651 * @return 作用が実際にあった場合TRUEを返す
3653 void wall_breaker(void)
3656 POSITION y = 0, x = 0;
3657 int attempts = 1000;
3659 if (randint1(80 + p_ptr->lev) < 70)
3663 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
3665 if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
3667 if (!player_bold(y, x)) break;
3670 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
3671 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
3673 else if (randint1(100) > 30)
3675 earthquake(p_ptr->y, p_ptr->x, 1);
3679 int num = damroll(5, 3);
3681 for (i = 0; i < num; i++)
3685 scatter(&y, &x, p_ptr->y, p_ptr->x, 10, 0);
3687 if (!player_bold(y, x)) break;
3690 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
3691 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
3698 * @brief パニック・モンスター効果(プレイヤー視界範囲内) / Confuse monsters
3700 * @return 作用が実際にあった場合TRUEを返す
3702 bool confuse_monsters(HIT_POINT dam)
3704 return (project_all_los(GF_OLD_CONF, dam));
3709 * @brief チャーム・モンスター効果(プレイヤー視界範囲内) / Charm monsters
3711 * @return 作用が実際にあった場合TRUEを返す
3713 bool charm_monsters(HIT_POINT dam)
3715 return (project_all_los(GF_CHARM, dam));
3720 * @brief 動物魅了効果(プレイヤー視界範囲内) / Charm Animals
3722 * @return 作用が実際にあった場合TRUEを返す
3724 bool charm_animals(HIT_POINT dam)
3726 return (project_all_los(GF_CONTROL_ANIMAL, dam));
3731 * @brief モンスター朦朧効果(プレイヤー視界範囲内) / Stun monsters
3733 * @return 作用が実際にあった場合TRUEを返す
3735 bool stun_monsters(HIT_POINT dam)
3737 return (project_all_los(GF_STUN, dam));
3742 * @brief モンスター停止効果(プレイヤー視界範囲内) / Stasis monsters
3744 * @return 作用が実際にあった場合TRUEを返す
3746 bool stasis_monsters(HIT_POINT dam)
3748 return (project_all_los(GF_STASIS, dam));
3753 * @brief モンスター精神攻撃効果(プレイヤー視界範囲内) / Mindblast monsters
3755 * @return 作用が実際にあった場合TRUEを返す
3757 bool mindblast_monsters(HIT_POINT dam)
3759 return (project_all_los(GF_PSI, dam));
3764 * @brief モンスター追放効果(プレイヤー視界範囲内) / Banish all monsters
3765 * @param dist 効力(距離)
3766 * @return 作用が実際にあった場合TRUEを返す
3768 bool banish_monsters(int dist)
3770 return (project_all_los(GF_AWAY_ALL, dist));
3775 * @brief 邪悪退散効果(プレイヤー視界範囲内) / Turn evil
3777 * @return 作用が実際にあった場合TRUEを返す
3779 bool turn_evil(HIT_POINT dam)
3781 return (project_all_los(GF_TURN_EVIL, dam));
3786 * @brief 全モンスター退散効果(プレイヤー視界範囲内) / Turn everyone
3788 * @return 作用が実際にあった場合TRUEを返す
3790 bool turn_monsters(HIT_POINT dam)
3792 return (project_all_los(GF_TURN_ALL, dam));
3797 * @brief 死の光線(プレイヤー視界範囲内) / Death-ray all monsters (note: OBSCENELY powerful)
3798 * @return 作用が実際にあった場合TRUEを返す
3800 bool deathray_monsters(void)
3802 return (project_all_los(GF_DEATH_RAY, p_ptr->lev * 200));
3806 * @brief チャーム・モンスター(1体)
3807 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3809 * @return 作用が実際にあった場合TRUEを返す
3811 bool charm_monster(DIRECTION dir, PLAYER_LEVEL plev)
3813 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3814 return (project_hook(GF_CHARM, dir, plev, flg));
3818 * @brief アンデッド支配(1体)
3819 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3821 * @return 作用が実際にあった場合TRUEを返す
3823 bool control_one_undead(DIRECTION dir, PLAYER_LEVEL plev)
3825 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3826 return (project_hook(GF_CONTROL_UNDEAD, dir, plev, flg));
3831 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3833 * @return 作用が実際にあった場合TRUEを返す
3835 bool control_one_demon(DIRECTION dir, PLAYER_LEVEL plev)
3837 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3838 return (project_hook(GF_CONTROL_DEMON, dir, plev, flg));
3843 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3845 * @return 作用が実際にあった場合TRUEを返す
3847 bool charm_animal(DIRECTION dir, PLAYER_LEVEL plev)
3849 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3850 return (project_hook(GF_CONTROL_ANIMAL, dir, plev, flg));
3856 * @param success 判定成功上の処理ならばTRUE
3857 * @return 作用が実際にあった場合TRUEを返す
3859 bool kawarimi(bool success)
3862 object_type *q_ptr = &forge;
3865 if (p_ptr->is_dead) return FALSE;
3866 if (p_ptr->confused || p_ptr->blind || p_ptr->paralyzed || p_ptr->image) return FALSE;
3867 if (randint0(200) < p_ptr->stun) return FALSE;
3869 if (!success && one_in_(3))
3871 msg_print(_("失敗!逃げられなかった。", "Failed! You couldn't run away."));
3872 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
3873 p_ptr->redraw |= (PR_STATUS);
3880 teleport_player(10 + randint1(90), 0L);
3882 object_prep(q_ptr, lookup_kind(TV_STATUE, SV_WOODEN_STATUE));
3884 q_ptr->pval = MON_NINJA;
3885 (void)drop_near(q_ptr, -1, y, x);
3887 if (success) msg_print(_("攻撃を受ける前に素早く身をひるがえした。", "You have turned around just before the attack hit you."));
3888 else msg_print(_("失敗!攻撃を受けてしまった。", "Failed! You are hit by the attack."));
3890 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
3891 p_ptr->redraw |= (PR_STATUS);
3899 * @brief 入身処理 / "Rush Attack" routine for Samurai or Ninja
3900 * @param mdeath 目標モンスターが死亡したかを返す
3901 * @return 作用が実際にあった場合TRUEを返す / Return value is for checking "done"
3903 bool rush_attack(bool *mdeath)
3910 bool tmp_mdeath = FALSE;
3913 if (mdeath) *mdeath = FALSE;
3916 if (!get_aim_dir(&dir)) return FALSE;
3918 /* Use the given direction */
3919 tx = p_ptr->x + project_length * ddx[dir];
3920 ty = p_ptr->y + project_length * ddy[dir];
3922 /* Hack -- Use an actual "target" */
3923 if ((dir == 5) && target_okay())
3929 if (in_bounds(ty, tx)) tm_idx = cave[ty][tx].m_idx;
3931 path_n = project_path(path_g, project_length, p_ptr->y, p_ptr->x, ty, tx, PROJECT_STOP | PROJECT_KILL);
3934 /* No need to move */
3935 if (!path_n) return TRUE;
3937 /* Use ty and tx as to-move point */
3941 /* Project along the path */
3942 for (i = 0; i < path_n; i++)
3944 monster_type *m_ptr;
3946 int ny = GRID_Y(path_g[i]);
3947 int nx = GRID_X(path_g[i]);
3949 if (cave_empty_bold(ny, nx) && player_can_enter(cave[ny][nx].feat, 0))
3954 /* Go to next grid */
3958 if (!cave[ny][nx].m_idx)
3962 msg_print(_("失敗!", "Failed!"));
3966 msg_print(_("ここには入身では入れない。", "You can't move to that place."));
3973 /* Move player before updating the monster */
3974 if (!player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
3975 update_monster(cave[ny][nx].m_idx, TRUE);
3977 /* Found a monster */
3978 m_ptr = &m_list[cave[ny][nx].m_idx];
3980 if (tm_idx != cave[ny][nx].m_idx)
3983 msg_format("%s%sが立ちふさがっている!", tm_idx ? "別の" : "", m_ptr->ml ? "モンスター" : "何か");
3985 msg_format("There is %s in the way!", m_ptr->ml ? (tm_idx ? "another monster" : "a monster") : "someone");
3988 else if (!player_bold(ty, tx))
3990 /* Hold the monster name */
3991 GAME_TEXT m_name[MAX_NLEN];
3993 /* Get the monster name (BEFORE polymorphing) */
3994 monster_desc(m_name, m_ptr, 0);
3995 msg_format(_("素早く%sの懐に入り込んだ!", "You quickly jump in and attack %s!"), m_name);
3998 if (!player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
4000 tmp_mdeath = py_attack(ny, nx, HISSATSU_NYUSIN);
4005 if (!moved && !player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
4007 if (mdeath) *mdeath = tmp_mdeath;
4013 * @brief 全鏡の消去 / Remove all mirrors in this floor
4014 * @param explode 爆発処理を伴うならばTRUE
4017 void remove_all_mirrors(bool explode)
4021 for (x = 0; x < cur_wid; x++)
4023 for (y = 0; y < cur_hgt; y++)
4025 if (is_mirror_grid(&cave[y][x]))
4027 remove_mirror(y, x);
4029 project(0, 2, y, x, p_ptr->lev / 2 + 5, GF_SHARDS,
4030 (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
4037 * @brief 『一つの指輪』の効果処理 /
4038 * Hack -- activate the ring of power
4039 * @param dir 発動の方向ID
4042 void ring_of_power(DIRECTION dir)
4044 /* Pick a random effect */
4045 switch (randint1(10))
4050 msg_print(_("あなたは悪性のオーラに包み込まれた。", "You are surrounded by a malignant aura."));
4053 /* Decrease all stats (permanently) */
4054 (void)dec_stat(A_STR, 50, TRUE);
4055 (void)dec_stat(A_INT, 50, TRUE);
4056 (void)dec_stat(A_WIS, 50, TRUE);
4057 (void)dec_stat(A_DEX, 50, TRUE);
4058 (void)dec_stat(A_CON, 50, TRUE);
4059 (void)dec_stat(A_CHR, 50, TRUE);
4061 /* Lose some experience (permanently) */
4062 p_ptr->exp -= (p_ptr->exp / 4);
4063 p_ptr->max_exp -= (p_ptr->exp / 4);
4071 msg_print(_("あなたは強力なオーラに包み込まれた。", "You are surrounded by a powerful aura."));
4073 /* Dispel monsters */
4074 dispel_monsters(1000);
4084 fire_ball(GF_MANA, dir, 600, 3);
4095 fire_bolt(GF_MANA, dir, 500);
4103 * @brief 運命の輪、並びにカオス的な効果の発動
4104 * @param spell ランダムな効果を選択するための基準ID
4107 void wild_magic(int spell)
4110 int type = SUMMON_MOLD + randint0(6);
4112 if (type < SUMMON_MOLD) type = SUMMON_MOLD;
4113 else if (type > SUMMON_MIMIC) type = SUMMON_MIMIC;
4115 switch (randint1(spell) + randint1(8) + 1)
4120 teleport_player(10, TELEPORT_PASSIVE);
4125 teleport_player(100, TELEPORT_PASSIVE);
4129 teleport_player(200, TELEPORT_PASSIVE);
4139 lite_area(damroll(2, 3), 2);
4142 destroy_doors_touch();
4147 sleep_monsters_touch();
4151 trap_creation(p_ptr->y, p_ptr->x);
4160 aggravate_monsters(0);
4163 earthquake(p_ptr->y, p_ptr->x, 5);
4167 (void)gain_random_mutation(0);
4171 apply_disenchant(1);
4177 fire_ball(GF_CHAOS, 0, spell + 5, 1 + (spell / 10));
4184 while (counter++ < 8)
4186 (void)summon_specific(0, p_ptr->y, p_ptr->x, (dun_level * 3) / 2, type, (PM_ALLOW_GROUP | PM_NO_PET), '\0');
4191 activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4194 (void)summon_cyber(-1, p_ptr->y, p_ptr->x);
4199 (void)activate_ty_curse(FALSE, &count);
4208 * @brief カオス魔法「流星群」の処理としてプレイヤーを中心に隕石落下処理を10+1d10回繰り返す。
4209 * / Drop 10+1d10 meteor ball at random places near the player
4214 void cast_meteor(HIT_POINT dam, POSITION rad)
4217 int b = 10 + randint1(10);
4219 for (i = 0; i < b; i++)
4221 POSITION y = 0, x = 0;
4224 for (count = 0; count <= 20; count++)
4228 x = p_ptr->x - 8 + randint0(17);
4229 y = p_ptr->y - 8 + randint0(17);
4231 dx = (p_ptr->x > x) ? (p_ptr->x - x) : (x - p_ptr->x);
4232 dy = (p_ptr->y > y) ? (p_ptr->y - y) : (y - p_ptr->y);
4234 /* Approximate distance */
4235 d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
4237 if (d >= 9) continue;
4239 if (!in_bounds(y, x) || !projectable(p_ptr->y, p_ptr->x, y, x)
4240 || !cave_have_flag_bold(y, x, FF_PROJECT)) continue;
4242 /* Valid position */
4246 if (count > 20) continue;
4248 project(0, rad, y, x, dam, GF_METEOR, PROJECT_KILL | PROJECT_JUMP | PROJECT_ITEM, -1);
4254 * @brief 破邪魔法「神の怒り」の処理としてターゲットを指定した後分解のボールを最大20回発生させる。
4257 * @return ターゲットを指定し、実行したならばTRUEを返す。
4259 bool cast_wrath_of_the_god(HIT_POINT dam, POSITION rad)
4261 POSITION x, y, tx, ty;
4265 int b = 10 + randint1(10);
4267 if (!get_aim_dir(&dir)) return FALSE;
4269 /* Use the given direction */
4270 tx = p_ptr->x + 99 * ddx[dir];
4271 ty = p_ptr->y + 99 * ddy[dir];
4273 /* Hack -- Use an actual "target" */
4274 if ((dir == 5) && target_okay())
4285 /* Hack -- Stop at the target */
4286 if ((y == ty) && (x == tx)) break;
4290 mmove2(&ny, &nx, p_ptr->y, p_ptr->x, ty, tx);
4292 /* Stop at maximum range */
4293 if (MAX_RANGE <= distance(p_ptr->y, p_ptr->x, ny, nx)) break;
4295 /* Stopped by walls/doors */
4296 if (!cave_have_flag_bold(ny, nx, FF_PROJECT)) break;
4298 /* Stopped by monsters */
4299 if ((dir != 5) && cave[ny][nx].m_idx != 0) break;
4301 /* Save the new location */
4308 for (i = 0; i < b; i++)
4310 int count = 20, d = 0;
4316 x = tx - 5 + randint0(11);
4317 y = ty - 5 + randint0(11);
4319 dx = (tx > x) ? (tx - x) : (x - tx);
4320 dy = (ty > y) ? (ty - y) : (y - ty);
4322 /* Approximate distance */
4323 d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
4324 /* Within the radius */
4328 if (count < 0) continue;
4330 /* Cannot penetrate perm walls */
4331 if (!in_bounds(y, x) ||
4332 cave_stop_disintegration(y, x) ||
4333 !in_disintegration_range(ty, tx, y, x))
4336 project(0, rad, y, x, dam, GF_DISINTEGRATE, PROJECT_JUMP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
4343 * @brief 「ワンダー」のランダムな効果を決定して処理する。
4347 * This spell should become more useful (more controlled) as the\n
4348 * player gains experience levels. Thus, add 1/5 of the player's\n
4349 * level to the die roll. This eliminates the worst effects later on,\n
4350 * while keeping the results quite random. It also allows some potent\n
4351 * effects only at high level.
4353 void cast_wonder(DIRECTION dir)
4355 PLAYER_LEVEL plev = p_ptr->lev;
4356 int die = randint1(100) + plev / 5;
4357 int vir = virtue_number(V_CHANCE);
4361 if (p_ptr->virtues[vir - 1] > 0)
4363 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4367 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4372 chg_virtue(V_CHANCE, 1);
4376 msg_print(_("あなたは力がみなぎるのを感じた!", "You feel a surge of power!"));
4379 if (die < 8) clone_monster(dir);
4380 else if (die < 14) speed_monster(dir, plev);
4381 else if (die < 26) heal_monster(dir, damroll(4, 6));
4382 else if (die < 31) poly_monster(dir, plev);
4384 fire_bolt_or_beam(beam_chance() - 10, GF_MISSILE, dir,
4385 damroll(3 + ((plev - 1) / 5), 4));
4386 else if (die < 41) confuse_monster(dir, plev);
4387 else if (die < 46) fire_ball(GF_POIS, dir, 20 + (plev / 2), 3);
4388 else if (die < 51) (void)lite_line(dir, damroll(6, 8));
4390 fire_bolt_or_beam(beam_chance() - 10, GF_ELEC, dir,
4391 damroll(3 + ((plev - 5) / 4), 8));
4393 fire_bolt_or_beam(beam_chance() - 10, GF_COLD, dir,
4394 damroll(5 + ((plev - 5) / 4), 8));
4396 fire_bolt_or_beam(beam_chance(), GF_ACID, dir,
4397 damroll(6 + ((plev - 5) / 4), 8));
4399 fire_bolt_or_beam(beam_chance(), GF_FIRE, dir,
4400 damroll(8 + ((plev - 5) / 4), 8));
4401 else if (die < 76) hypodynamic_bolt(dir, 75);
4402 else if (die < 81) fire_ball(GF_ELEC, dir, 30 + plev / 2, 2);
4403 else if (die < 86) fire_ball(GF_ACID, dir, 40 + plev, 2);
4404 else if (die < 91) fire_ball(GF_ICE, dir, 70 + plev, 3);
4405 else if (die < 96) fire_ball(GF_FIRE, dir, 80 + plev, 3);
4406 else if (die < 101) hypodynamic_bolt(dir, 100 + plev);
4409 earthquake(p_ptr->y, p_ptr->x, 12);
4413 (void)destroy_area(p_ptr->y, p_ptr->x, 13 + randint0(5), FALSE);
4417 symbol_genocide(plev + 50, TRUE);
4419 else if (die < 110) dispel_monsters(120);
4422 dispel_monsters(150);
4423 slow_monsters(plev);
4424 sleep_monsters(plev);
4431 * @brief 「悪霊召喚」のランダムな効果を決定して処理する。
4435 void cast_invoke_spirits(DIRECTION dir)
4437 PLAYER_LEVEL plev = p_ptr->lev;
4438 int die = randint1(100) + plev / 5;
4439 int vir = virtue_number(V_CHANCE);
4443 if (p_ptr->virtues[vir - 1] > 0)
4445 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4449 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4453 msg_print(_("あなたは死者たちの力を招集した...", "You call on the power of the dead..."));
4455 chg_virtue(V_CHANCE, 1);
4459 msg_print(_("あなたはおどろおどろしい力のうねりを感じた!", "You feel a surge of eldritch force!"));
4464 msg_print(_("なんてこった!あなたの周りの地面から朽ちた人影が立ち上がってきた!",
4465 "Oh no! Mouldering forms rise from the earth around you!"));
4467 (void)summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
4468 chg_virtue(V_UNLIFE, 1);
4472 msg_print(_("名状し難い邪悪な存在があなたの心を通り過ぎて行った...", "An unnamable evil brushes against your mind..."));
4474 set_afraid(p_ptr->afraid + randint1(4) + 4);
4478 msg_print(_("あなたの頭に大量の幽霊たちの騒々しい声が押し寄せてきた...",
4479 "Your head is invaded by a horde of gibbering spectral voices..."));
4481 set_confused(p_ptr->confused + randint1(4) + 4);
4485 poly_monster(dir, plev);
4489 fire_bolt_or_beam(beam_chance() - 10, GF_MISSILE, dir,
4490 damroll(3 + ((plev - 1) / 5), 4));
4494 confuse_monster(dir, plev);
4498 fire_ball(GF_POIS, dir, 20 + (plev / 2), 3);
4502 (void)lite_line(dir, damroll(6, 8));
4506 fire_bolt_or_beam(beam_chance() - 10, GF_ELEC, dir,
4507 damroll(3 + ((plev - 5) / 4), 8));
4511 fire_bolt_or_beam(beam_chance() - 10, GF_COLD, dir,
4512 damroll(5 + ((plev - 5) / 4), 8));
4516 fire_bolt_or_beam(beam_chance(), GF_ACID, dir,
4517 damroll(6 + ((plev - 5) / 4), 8));
4521 fire_bolt_or_beam(beam_chance(), GF_FIRE, dir,
4522 damroll(8 + ((plev - 5) / 4), 8));
4526 hypodynamic_bolt(dir, 75);
4530 fire_ball(GF_ELEC, dir, 30 + plev / 2, 2);
4534 fire_ball(GF_ACID, dir, 40 + plev, 2);
4538 fire_ball(GF_ICE, dir, 70 + plev, 3);
4542 fire_ball(GF_FIRE, dir, 80 + plev, 3);
4546 hypodynamic_bolt(dir, 100 + plev);
4550 earthquake(p_ptr->y, p_ptr->x, 12);
4554 (void)destroy_area(p_ptr->y, p_ptr->x, 13 + randint0(5), FALSE);
4558 symbol_genocide(plev + 50, TRUE);
4562 dispel_monsters(120);
4566 dispel_monsters(150);
4567 slow_monsters(plev);
4568 sleep_monsters(plev);
4574 msg_print(_("陰欝な声がクスクス笑う。「もうすぐおまえは我々の仲間になるだろう。弱き者よ。」",
4575 "Sepulchral voices chuckle. 'Soon you will join us, mortal.'"));
4580 * @brief トランプ領域の「シャッフル」の効果をランダムに決めて処理する。
4583 void cast_shuffle(void)
4585 PLAYER_LEVEL plev = p_ptr->lev;
4588 int vir = virtue_number(V_CHANCE);
4591 /* Card sharks and high mages get a level bonus */
4592 if ((p_ptr->pclass == CLASS_ROGUE) ||
4593 (p_ptr->pclass == CLASS_HIGH_MAGE) ||
4594 (p_ptr->pclass == CLASS_SORCERER))
4595 die = (randint1(110)) + plev / 5;
4597 die = randint1(120);
4602 if (p_ptr->virtues[vir - 1] > 0)
4604 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4608 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4612 msg_print(_("あなたはカードを切って一枚引いた...", "You shuffle the deck and draw a card..."));
4615 chg_virtue(V_CHANCE, 1);
4619 msg_print(_("なんてこった!《死》だ!", "Oh no! It's Death!"));
4621 for (i = 0; i < randint1(3); i++)
4622 activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4626 msg_print(_("なんてこった!《悪魔》だ!", "Oh no! It's the Devil!"));
4627 summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
4632 msg_print(_("なんてこった!《吊られた男》だ!", "Oh no! It's the Hanged Man."));
4633 activate_ty_curse(FALSE, &count);
4637 msg_print(_("《不調和の剣》だ。", "It's the swords of discord."));
4638 aggravate_monsters(0);
4642 msg_print(_("《愚者》だ。", "It's the Fool."));
4648 msg_print(_("奇妙なモンスターの絵だ。", "It's the picture of a strange monster."));
4649 trump_summoning(1, FALSE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), (32 + randint1(6)), PM_ALLOW_GROUP | PM_ALLOW_UNIQUE);
4653 msg_print(_("《月》だ。", "It's the Moon."));
4658 msg_print(_("《運命の輪》だ。", "It's the Wheel of Fortune."));
4659 wild_magic(randint0(32));
4663 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4664 teleport_player(10, TELEPORT_PASSIVE);
4668 msg_print(_("《正義》だ。", "It's Justice."));
4669 set_blessed(p_ptr->lev, FALSE);
4673 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4674 teleport_player(100, TELEPORT_PASSIVE);
4678 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4679 teleport_player(200, TELEPORT_PASSIVE);
4683 msg_print(_("《塔》だ。", "It's the Tower."));
4688 msg_print(_("《節制》だ。", "It's Temperance."));
4689 sleep_monsters_touch();
4693 msg_print(_("《塔》だ。", "It's the Tower."));
4695 earthquake(p_ptr->y, p_ptr->x, 5);
4699 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4700 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_MOLD, 0L);
4704 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4705 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_BAT, 0L);
4709 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4710 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_VORTEX, 0L);
4714 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4715 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_COIN_MIMIC, 0L);
4719 msg_print(_("《恋人》だ。", "It's the Lovers."));
4721 if (get_aim_dir(&dir))
4722 charm_monster(dir, MIN(p_ptr->lev, 20));
4726 msg_print(_("《隠者》だ。", "It's the Hermit."));
4731 msg_print(_("《審判》だ。", "It's the Judgement."));
4732 do_cmd_rerate(FALSE);
4733 lose_all_mutations();
4737 msg_print(_("《太陽》だ。", "It's the Sun."));
4738 chg_virtue(V_KNOWLEDGE, 1);
4739 chg_virtue(V_ENLIGHTEN, 1);
4744 msg_print(_("《世界》だ。", "It's the World."));
4745 if (p_ptr->exp < PY_MAX_EXP)
4747 s32b ee = (p_ptr->exp / 25) + 1;
4748 if (ee > 5000) ee = 5000;
4749 msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
4755 bool_hack life_stream(bool_hack message, bool_hack virtue_change)
4759 chg_virtue(V_VITALITY, 1);
4760 chg_virtue(V_UNLIFE, -5);
4764 msg_print(_("体中に生命力が満ちあふれてきた!", "You feel life flow through your body!"));
4767 (void)set_poisoned(0);
4769 (void)set_confused(0);
4773 (void)restore_all_status();
4774 (void)set_shero(0, TRUE);
4781 bool_hack heroism(int base)
4783 bool_hack ident = FALSE;
4784 if(set_afraid(0)) ident = TRUE;
4785 if(set_hero(p_ptr->hero + randint1(base) + base, FALSE)) ident = TRUE;
4786 if(hp_player(10)) ident = TRUE;
4790 bool_hack berserk(int base)
4792 bool_hack ident = FALSE;
4793 if (set_afraid(0)) ident = TRUE;
4794 if (set_shero(p_ptr->hero + randint1(base) + base, FALSE)) ident = TRUE;
4795 if (hp_player(30)) ident = TRUE;
4799 bool_hack cure_light_wounds(DICE_NUMBER dice, DICE_SID sides)
4801 bool_hack ident = FALSE;
4802 if (hp_player(damroll(dice, sides))) ident = TRUE;
4803 if (set_blind(0)) ident = TRUE;
4804 if (set_cut(p_ptr->cut - 10)) ident = TRUE;
4805 if (set_shero(0, TRUE)) ident = TRUE;
4809 bool_hack cure_serious_wounds(DICE_NUMBER dice, DICE_SID sides)
4811 bool_hack ident = FALSE;
4812 if (hp_player(damroll(dice, sides))) ident = TRUE;
4813 if (set_blind(0)) ident = TRUE;
4814 if (set_confused(0)) ident = TRUE;
4815 if (set_cut((p_ptr->cut / 2) - 50)) ident = TRUE;
4816 if (set_shero(0, TRUE)) ident = TRUE;
4820 bool_hack cure_critical_wounds(HIT_POINT pow)
4822 bool_hack ident = FALSE;
4823 if (hp_player(pow)) ident = TRUE;
4824 if (set_blind(0)) ident = TRUE;
4825 if (set_confused(0)) ident = TRUE;
4826 if (set_poisoned(0)) ident = TRUE;
4827 if (set_stun(0)) ident = TRUE;
4828 if (set_cut(0)) ident = TRUE;
4829 if (set_shero(0, TRUE)) ident = TRUE;
4833 bool_hack true_healing(HIT_POINT pow)
4835 bool_hack ident = FALSE;
4836 if (hp_player(pow)) ident = TRUE;
4837 if (set_blind(0)) ident = TRUE;
4838 if (set_confused(0)) ident = TRUE;
4839 if (set_poisoned(0)) ident = TRUE;
4840 if (set_stun(0)) ident = TRUE;
4841 if (set_cut(0)) ident = TRUE;
4842 if (set_image(0)) ident = TRUE;
4846 bool_hack restore_mana(bool_hack magic_eater)
4848 bool_hack ident = FALSE;
4850 if (p_ptr->pclass == CLASS_MAGIC_EATER && magic_eater)
4853 for (i = 0; i < EATER_EXT * 2; i++)
4855 p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i] * EATER_CHARGE / 3;
4856 if (p_ptr->magic_num1[i] > p_ptr->magic_num2[i] * EATER_CHARGE) p_ptr->magic_num1[i] = p_ptr->magic_num2[i] * EATER_CHARGE;
4858 for (; i < EATER_EXT * 3; i++)
4860 KIND_OBJECT_IDX k_idx = lookup_kind(TV_ROD, i - EATER_EXT * 2);
4861 p_ptr->magic_num1[i] -= ((p_ptr->magic_num2[i] < 10) ? EATER_ROD_CHARGE * 3 : p_ptr->magic_num2[i] * EATER_ROD_CHARGE / 3)*k_info[k_idx].pval;
4862 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
4864 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
4865 p_ptr->window |= (PW_PLAYER);
4868 else if (p_ptr->csp < p_ptr->msp)
4870 p_ptr->csp = p_ptr->msp;
4871 p_ptr->csp_frac = 0;
4872 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
4873 p_ptr->redraw |= (PR_MANA);
4874 p_ptr->window |= (PW_PLAYER);
4875 p_ptr->window |= (PW_SPELL);
4882 bool restore_all_status(void)
4885 if (do_res_stat(A_STR)) ident = TRUE;
4886 if (do_res_stat(A_INT)) ident = TRUE;
4887 if (do_res_stat(A_WIS)) ident = TRUE;
4888 if (do_res_stat(A_DEX)) ident = TRUE;
4889 if (do_res_stat(A_CON)) ident = TRUE;
4890 if (do_res_stat(A_CHR)) ident = TRUE;
4895 * @brief 口を使う継続的な処理を中断する
4898 void stop_mouth(void)
4900 if (music_singing_any()) stop_singing();
4901 if (hex_spelling_any()) stop_hex_spell_all();
4905 bool_hack vampirism(void)
4912 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
4914 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
4918 /* Only works on adjacent monsters */
4919 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
4920 y = p_ptr->y + ddy[dir];
4921 x = p_ptr->x + ddx[dir];
4922 c_ptr = &cave[y][x];
4926 if (!(c_ptr->m_idx))
4928 msg_print(_("何もない場所に噛みついた!", "You bite into thin air!"));
4932 msg_print(_("あなたはニヤリとして牙をむいた...", "You grin and bare your fangs..."));
4934 dummy = p_ptr->lev * 2;
4936 if (hypodynamic_bolt(dir, dummy))
4938 if (p_ptr->food < PY_FOOD_FULL)
4939 /* No heal if we are "full" */
4940 (void)hp_player(dummy);
4942 msg_print(_("あなたは空腹ではありません。", "You were not hungry."));
4944 /* Gain nutritional sustenance: 150/hp drained */
4945 /* A Food ration gives 5000 food points (by contrast) */
4946 /* Don't ever get more than "Full" this way */
4947 /* But if we ARE Gorged, it won't cure us */
4948 dummy = p_ptr->food + MIN(5000, 100 * dummy);
4949 if (p_ptr->food < PY_FOOD_MAX) /* Not gorged already */
4950 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
4953 msg_print(_("げぇ!ひどい味だ。", "Yechh. That tastes foul."));
4957 bool panic_hit(void)
4962 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
4963 y = p_ptr->y + ddy[dir];
4964 x = p_ptr->x + ddx[dir];
4965 if (cave[y][x].m_idx)
4968 if (randint0(p_ptr->skill_dis) < 7)
4969 msg_print(_("うまく逃げられなかった。", "You failed to run away."));
4971 teleport_player(30, 0L);
4976 msg_print(_("その方向にはモンスターはいません。", "You don't see any monster in this direction"));
4984 * @brief 超能力者のサイコメトリー処理/ Forcibly pseudo-identify an object in the inventory (or on the floor)
4987 * currently this function allows pseudo-id of any object,
4988 * including silly ones like potions & scrolls, which always
4989 * get '{average}'. This should be changed, either to stop such
4990 * items from being pseudo-id'd, or to allow psychometry to
4991 * detect whether the unidentified potion/scroll/etc is
4992 * good (Cure Light Wounds, Restore Strength, etc) or
4993 * bad (Poison, Weakness etc) or 'useless' (Slime Mold Juice, etc).
4995 bool psychometry(void)
4999 GAME_TEXT o_name[MAX_NLEN];
5004 q = _("どのアイテムを調べますか?", "Meditate on which item? ");
5005 s = _("調べるアイテムがありません。", "You have nothing appropriate.");
5007 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
5008 if (!o_ptr) return (FALSE);
5010 /* It is fully known, no information needed */
5011 if (object_is_known(o_ptr))
5013 msg_print(_("何も新しいことは判らなかった。", "You cannot find out anything more about that."));
5017 /* Check for a feeling */
5018 feel = value_check_aux1(o_ptr);
5020 /* Get an object description */
5021 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
5023 /* Skip non-feelings */
5026 msg_format(_("%sからは特に変わった事は感じとれなかった。", "You do not perceive anything unusual about the %s."), o_name);
5031 msg_format("%sは%sという感じがする...", o_name, game_inscriptions[feel]);
5033 msg_format("You feel that the %s %s %s...",
5034 o_name, ((o_ptr->number == 1) ? "is" : "are"), game_inscriptions[feel]);
5038 /* We have "felt" it */
5039 o_ptr->ident |= (IDENT_SENSE);
5042 o_ptr->feeling = feel;
5044 /* Player touches it */
5045 o_ptr->marked |= OM_TOUCHED;
5047 /* Combine / Reorder the pack (later) */
5048 p_ptr->update |= (PU_COMBINE | PU_REORDER);
5050 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
5052 /* Valid "tval" codes */
5053 switch (o_ptr->tval)
5081 /* Auto-inscription/destroy */
5082 autopick_alter_item(item, (bool)(okay && destroy_feeling));
5084 /* Something happened */